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AUGUST 1992. | 


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64/128 VIEW 


Define your computing goals. 
Then see if your computer—dinosaur 
or not—can get the job done. 


Tom Netsel 


ake time to flip through 

the pages that surround 

Gazette in this issue, 

and you'll see a section 
comparing the latest Super 
VGA monitors and accelera- 
tor cards. 

If you're impressed by 
the sweeping changes in 
monitors, try keeping 
abreast of the latest features 
packed into computers them- 
selves. One COMPUTE edi- 
tor is planning to buy a PC 
for use at home, but just as 
he decides on a system, 
something newer and faster 
pops over the silicon hori- 
zon. Prices are dropping, 
but buying a new system is 
still a major investment. Like 
any consumer, this editor 
would hate to decide on a 
computer, fork over the 
cash, and then find a new im- 
proved model hitting the 
streets a few days later. 

The PC market is volatile. 
What's new and hot today 
soon becomes yesterday's 
technology. As Bill Ihlenfeldt 
said recently in the The Wall 
Street Journal, “| bought the 
latest computer; it came com- 
pletely loaded. It was guar- 
anteed for 90 days, but in 
30 days it was outmoded.” 

| spotted something simi- 
lar the other day as | 
browsed through some user 
group newsletters. | came 
across an article written by 
Bjo Ashwill in “The Comput- 
er Group” of Eugene, Ore- 
gon. Ashwill, in a vein simi- 
lar to his Journal col- 
league's, made a tongue-in- 
cheek gibe about the way to- 
day’s technology changes 
so rapidly. He mentioned 
his old laptop computer. Peo- 
ple called his six-pound lap- 
top a dinosaur, a mere 8086 
with a 20-meg hard drive, 
poking along at a pedestri- 


an 8 MHz. “You couldn't 
prove it by me,” Ashwill 
said. “I’m still starry-eyed 
about my Commodore 64.” 

Ashwill knows how easy it 
is to get carried away by 
new toys and the latest 
megaspeed gizmo. SVGA 
monitors may appeal to 
many enthusiasts, but many 
64 owners still don't own 
monitors. They hook their 
computers to TV sets. 

No matter how unglamor- 
ous the 64 may seem when 
compared to today's elec- 
tronic speedsters, the little 8- 
bitter still gets the job done. 
That point was illustrated 
nicely by Max P. Feld, who's 
one of the Miami Individuals 
with Commodore Equipment 
(M.I.C.E.). He wrote in 
“M.I.C.E. News” about a 
member who was having 
trouble with her securities 
program. It wouldn't pro- 
duce the financial data she 
needed. Group members rec- 
ommended that she define 
her goals and then look for 
a way to accomplish them. 
Instead of trying to coax per- 
tinent data from a fancy but 
temperamental program, 
they suggested she use a 
simple spreadsheet to ac- 
complish the task. 

Feld sees a lesson in this 
for all of us. “What do we ex- 
pect to get out of our comput- 
ers?” he asks. “Just why do 
we use the 64 or 128?” 
Once we ask ourselves 
these questions and define 
Our computing goals, we 
should take another look at 
our 64s and 128s. They may 
not be today's pride of Sili- 
con Valley, but can they still 
handle our needs? If so, it 
might come as a surprise to 
discover that our 64s and 
128s are not the dinosaurs 
some folks say they are. 0 


GAZETTE 


64/128 VIEW G-1 


So it's a dinosaur! Your 64 still works, doesn't it? 
By Tom Netsel. 


FEEDBACK G-2 


Questions and comments from our readers. 


BURIED TREASURE G-6 


It may take a little digging to find them, but some 
public domain programs can be real gems. 
By Henning Vahlenkamp. 


REVIEWS G-12 


Teenage Mutant Ninja Turtles—The Arcade Game, 
The Simpsons Arcade Game, S.E.C. Check Register. 


PROGRAMMER’S PAGE G-17 


To be a hot programmer, learn how your 64 works. 
By Randy Thompson. 


BEGINNER BASIC G-18 
Build this simple device to control appliances. 

By Larry Cotton. 

MACHINE LANGUAGE G-20 
Create unusual screen effects. By Jim Butterfield. 
WORLD VIEW G-21 


Here's the latest Commodore news from the U.K. 
By Steve Jarratt. " 


GEOS G-22 
Old and new GEOS products. By Steve Vander Ark. 

D’IVERSIONS G-24 
Body language speaks volumes. By Fred D'Ignazio. 

PROGRAMS 

SuperWindows G-25 
Revelation G-26 
Formatted List G-28 
Blanker G-29 
SuperSave G-31 
Balloon Pop G-32 
Sub Attack Il G-34 
Tag It G-37 


AUGUST 1992 COMPUTE 


GA 


G-2 


Questions and 
answers about 
machine 

language monitors, 
memory 
limitations, and 
printouts of 
program listings 


FEEDBACK 


Monitor or MLX? 

What is the difference be- 
tween a machine language 
monitor and MLX, the Gazette 
utility program that we use for 
entering machine language 
programs? | have noticed 
that with a monitor we must en- 
ter eight codes, but in MLX 
we must enter nine codes. 


MAURIZIO GEREVAS! 
QUITO, ECUADOR 


A machine language monitor 
is a versatile program for en- 
tering and editing raw comput- 
er code. Its main feature is an 
assembler for writing pro- 
grams in assembly language. 
LDA #$41 load the accumulator 
register with the value 
65 ($41) 
JSR $FFD2 ;jump to the subrou- 
tine for printing the 
accumulator value 


For example, the code 
above is a simple two-line as- 
sembly program for printing 
the letter A. (The text follow- 
ing the semicolons consists of 
remarks and isn't part of the 
code.) 

The assembler takes these 
mnemonic instructions and 
turns them into machine 
code, a set of numbers that 
tells the processor what to 
do. LDA #$41 is converted to 
the numbers 169 and 65 ($A9 
and $41) and JSR $FFD2 be- 
comes 32, 210, and 255 
($20, $D2, and $FF). In addi- 
tion io letting you write assem- 
bly language programs, a ma- 
chine language monitor can 
move blocks of code, search 
for a specific string of values 
in memory, and display the 
assembly language equiva- 
lent of machine language. 

It also does one more 
thing. It can perform a hex 
dump. A hex dump displays 
the hexadecimal values in 
memory and allows you to al- 
ter them. In a sense, the MLX 
program works in the same 


COMPUTE AUGUST 1992 


manner as a hex dump. The 
difference is that MLX works 
with specific program data, 
while the monitor hex dump 
deals with data in a direct 
and raw form. Like the 40-col- 
umn machine language moni- 
tor, the 40-column MLX dis- 
plays eight bytes at a time, 
too. The ninth byte is a check- 
sum, helping to ensure that 
the real program data in the 
other eight bytes was correct- 
ly entered. If you use the hex 
dump capability of a machine 
language monitor to enter 
MLX program listings from Ga- 
zette, just ignore the ninth (fi- 
nal) character in each row. 


Out of Memory 

For the past few years | have 
been using a program called 
Free-Form Filer (June 1987). 
It has worked without a flaw 
since | first typed it in until 
now. When | try to add anoth- 
er file, | get a message that 
states | am low on memory. 
Checking the disk directory, | 
notice that | have 11 blocks 
of another program, 152 
blocks of the Free-Form Filer 
program, and 501 blocks of 
free space. How can | 
change the program in order 
to use the remaining blocks 
on the disk? 

G.P. WINDAU 

FOSTORIA, OH 


It’s true that you have 152 
blocks of memory remaining 
on the disk, but you have ex- 
hausted your computer's mem- 
ory. Free-Form Filer grows it- 
self each time you add a re- 
cord, and you must load the 
entire program each time you 
use it. After five years, you 
have added enough material 
to fill the 64's memory. 

If you notice your opening 
screen when you first turn on 
your 64, it says you have 
38911 BASIC bytes of free 
memory. Now load your ver- 
sion of Free-Form Filer, but do 
not run it. Once the program 


has loaded, enter the follow- 
ing to determine how much 
RAM you have remaining. 


FRE(0) - (FRE(0)<0) * 65536 


You should see that you have 
less than 2K of free memory. 
You can add a few more 
files, but you've just about 
pushed the 64 to its memory 
limit with all the records that 
you've added over time. You 
might consider either break- 
ing up your file into smaller 
sections or deleting records 
that you no longer need. 

Remember, you must use 
a separate copy of Free- 
Form Filer for each database 
you create, and you can use 
only one copy of the program 
on a disk. | hope you saved a 
master copy that contains no 
data. You can then use it to 
create working copies on any 
number of disks. 


BASIC Printouts 

| wish to point out a serious 
oversight which occurred in 
the December 1991 “Feed- 
back.” The published tip for 
skipping folds in fanfold pa- 
per will not work with 
MPS801, MPS803, and 1525 
printers. These printers do not 
support paging. Six years 
ago, Gazette offered a solu- 
tion for skipping folds in com- 
puter paper that works with 
these printers. Check out List 
Pager, December 1985. | use 
this utility with my MPS803, 
and it works great. 


RANDY CLEMMONS 
SAN DIEGO, CA 


Thanks for the reminder, Ran- 
dy. Readers who don't have 
access to that back issue 
may want to try a similar utili- 
ty that’s found in this issue. 
It’s a type-in program called 
Formatted List. It's also avail- 
able on this month's Gazette 
Disk, which can be ordered 
for $9.95 plus $2.00 shipping 
and handling. 


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Here’s a way to 
detect modes 


of operation on any 


Commodore 


8-bit computer, and a 


G4 


look at what's 
happening while a 
program runs. 


FEEDBACK 


Mode Detection 
You recently had a letter in 
“Feedback” (April 1992) ask- 
ing how to distinguish be- 
tween the various 128 modes 
of operation. | have compiled 
a list of PEEKs that can distin- 
guish between most 8-bit Com- 
modore computers. (See ta- 
ble printed at right.) 
Location 65288 is the 
place to start. This location 
can distinguish between all 
the major variations of the dif- 
ferent machines. After deter- 
mining the variation, you can 
then find out the specific 
ROM version it is using by 
checking other locations. Be- 
cause of hardware and soft- 
ware considerations native to 
certain machines, you must 
first poke in the values at the 
bottom of the table before 
peeking the addresses listed 
for those machines. 


WILLIAM LEVAK 
ANN ARBOR, MI 


All at Once 

I've tried and tried to figure 
out how you can play music 
in the background, move 
sprites around the screen, ani- 
mate background sprites, 
and read a user's joystick all 
at once in BASIC. It seems im- 
possible. Is machine lan- 
guage needed? 


JON LANE 
PLANT CITY, FL 


Computer games might seem 
to be doing many things at 
once, but they're actually do- 
ing only one thing at a time. 
It's just that they do things 
quickly. Computers follow in- 
structions sequentially. 

To give your program the 
appearance of simultaneous 
action, you need to plan 
ahead. Separate the actions in- 
to subroutines. An IF-THEN 
statement can decide wheth- 
er or not you want to use 
GOSUB to go to the appropri- 
ate routine. It might help to 
write the conditions and their 


COMPUTE AUGUST 1992 


BASIC Version 


Address 


47727 50003 50575 58480 65288 65408 


SX-64 
PLUS/4 
C128 


161 


148 


238 169 64 

238 169 64 
72 6 167 
72 6 167 

170 170 170 

170 170 

170 170 

170 170 
16 100 
722 

147 

149 

149 

149 

149 

255 
723 


Pah) Ales) 


‘ POKE 1018,173; POKE 1021,133: POKE 1022,2: POKE 1023,96 
POKE 1019,143;POKE 1020,197:SYS 1018:PRINT PEEK(2) 


2 POKE 599,15 
3 POKE 981,15 


consequences in plain Eng- 
lish. For example, if the fire but- 
ton is pressed, then launch 
missile and set the missile 
flag. If the joystick moves, 
then move the ship sprite. If 
one second has passed, 
then play another note of the 
song. If the missile flag is set, 
then move the missile sprite 
again. Repeat the loop. 

First, you check for the joy- 
stick fire button. If it’s 
pressed, use GOSUB to go to 
the appropriate routine. If it's 
not pressed, forget about 
launching the missile until the 
next time through the loop. 
Once you've launched the mis- 
sile, you want it to continue 
moving, which is the reason 
for the missile flag. Next, 
PEEK the joystick to see if the 
player wants to move. If so, up- 
date the ship's position. 
Third, check the jiffy clock, 
the variable TI or TI$, to see 
how much time has gone by. 
If a second (or whatever time 
period you've chosen) has 
passed, play the next note of 
the song. Next, if the flag is 
still set, move the missile 
sprite. Then go back and do 
it all again. 

The program loops around 


and around, taking necessary 
actions one at a time. The 
computer works quickly, and 
if the individual actions are co- 
ordinated, they appear to hap- 
pen simultaneously. 

By the time you create a 
few more subroutines to 
make your game more playa- 
ble, the computer will have to 
execute numerous instruc- 
tions. Converting these instruc- 
tions from BASIC can take too 
much time for a fast-paced 
game. If you want speed, it's 
a good idea to switch to ma- 
chine language. 

Another technique, which 
is even closer to simultaneous 
action, requires an intermedi- 
ate-to-advanced knowledge 
of machine language. Sixty 
times a second, the computer 
stops what it's doing and re- 
draws the image on the 
screen. The main program is 
being constantly interrupted. 
Using a wedge, or redirec- 
tion, you can divert the inter- 
rupt to your own ML program, 
which could play music, 
move sprites, or whatever you 
choose. Such interrupt-driven 
routines are sometimes diffi- 
cult to implement but can be 
very effective. a 


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G6 


PUBLIC DOMAIN SOFTWARE IS A LOT LIKE PIRATE TREASURE. 
ITS FREE FOR THE TAKING, BUT YOU'LL 
HAVE TO DO ALOT OF DIGGING BEFORE YOU FIND THE GEMS. 


BURIED TREASURE 


he wealth of public domain 

and shareware programs avail- 

able to 64 and 128 users can 

be accurately referred to as 
buried treasure. Thousands upon 
thousands of these programs 
have been written over the years, 
and they span the spectrum from 
entertainment to productivity. 
Best of all, these programs are 
available for the taking. 

Unfortunately, many 64/128 us- 
ers don’t take advantage of these 
programs, since the sheer volume 
of them makes it difficult to sepa- 
rate the gems from the duds. Also, 
like finding buried treasure left by 
pirates of yesteryear, locating 
these treasures can sometimes be 
a problem. 

In this article, you'll find a sur- 
vey of what I've found to be excel- 
lent public domain and shareware 
programs. Don't simply take my 
word for it, however; download 
some of these programs and try 
them for yourself. Plus, I'll show 
you where and how to dig up 
some of these treasures as well. 


PD or SW? 

First, let's clarify our terms. A pub- 
lic domain (PD) program is one 
which you can use and distribute 
freely. It’s also the oldest type of 
noncommercial software available 
to the public. Like PD programs, 
shareware (SW) can be freely dis- 
tributed, but the author requests a 
donation (usually a modest one) if 
you find the software useful. In 
many cases, SW authors will pro- 
vide enhanced versions, written 


COMPUTE AUGUST 1992 


BY HENNING VAHLENKAMP 


documentation, and updates to us- 
ers in return for payment. 


Software Sources 

Both PD and SW programs are 
more readily available than you 
might think. For instance, most ma- 
jor online services have enormous 
selections of Commodore soft- 
ware. The only charge for the pro- 
grams is the service’s connect- 
time charge. Many services have 
a listing of available programs 
that you can download to get an 
idea of what's available. Others 
may have a printed catalogue. If 
you need a program to do a spe- 
cific job, leave a message online, 
and someone will probably offer a 
suggestion or two. 

Local BBSs and user groups al- 
so can be treasure troves of won- 
derful programs. Even if a BBS is 
running on an Amiga or IBM, it 
may have a large selection of PD 
and SW programs for the 64 and 
128. Most user groups have hun- 
dreds of programs available, charg- 
ing only a modest fee to cover the 
cost of the disk. 

Downloading more than a few 
programs from a local BBS can 
take quite some time, even at 
2400 bps. Connect charges for on- 
line services and telephone bills 
for long-distance calls to BBSs 
can add up. If you're looking for a 
large number of programs to 
build your library in a hurry, mail- 
order disk services may make 
more sense. Disk services typical- 
ly offer hundreds of PD and SW 
disks at reasonable prices. The on- 


ly downside is that their collections 
are rarely as up-to-date as those 
of networks and BBSs. Check the 
listing at the end of this article for 
several popular commercial sourc- 
es for PD and SW programs. 


Best of the Bunch 

Now that we've touched on where 
to find programs, here are some 
outstanding ones to watch for. 
Since a significant number of PD 
and SW programs are of high qual- 
ity, it’s impossible to mention all of 
the outstanding ones in one arti- 
cle. Nevertheless, I've selected sev- 
eral in a variety of categories that 
are among the best. They are def- 
initely worth having. Now, on to 
the treasure! 


CREATIVITY 


Demo Designer 2 

If you've ever wanted to make a 
professional-quality graphics and 
sound demo on your 64, Demo De- 
signer 2 is an excellent choice. 
First, you select a font and musical 
selection from the many available 
ones and enter a Koala picture file- 
name. Next, write your scrolling 
message with the built-in editor. 
Your stand-alone demo is then 
saved to disk. What could be eas- 
ier than that? 


Fun Graphics Machine V3.42 

Fun Graphics Machine is unique 
SW for the 64. It’s a powerful mono- 
chrome hi-res graphics editor, not 
a paint program. FGM features the 
ability to use Print Shop graphics, 


text fonts, rotation and flipping, reduc- 
tion and enlargement, reversing, scroll- 
ing, and rudimentary drawing. The fin- 
ished product can be exported to a 
paint program for further embellish- 
ment. 


Graphics Assault System 

GAS (by COMPUTE’s Bruce Bowden) 
provides more graphics-manipulation 
capabilities. This useful PD program 
can compress, magnify, flip, rotate, 
scroll, diagonally shift, and invert hi- 
res and multicolor pictures. Best of all, 
it can convert hi-res to multicolor and 
vice versa. GAS is available in sepa- 
rate 64 and 128 40-column versions. If 
you're into graphics, you must have 
this one. 


DEMOS 


Batmania 

This outstanding demo was inspired 
by the Batman movie of a few years 
ago. Batmania begins with an introduc- 
tion to the dark knight and then erupts 
with a wonderfully arranged sound- 
track from the movie. Minor animation 
plus topnotch graphics add the finish- 
ing touches to this fine demo. 


EI Gato 

You need a 1764 or 1750 REU to run 
El Gato, an animation of a cat. The cat 
is shown walking in a rectangular 
plane, which simultaneously rotates 
about a vertical axis. This produces a 
realistic 3-D effect. Pressing various 
keys lets you change the speed of the 
animation. PD versions of this 141K pro- 
gram are available for both the 64 and 
the 40-column 128. 


Eyesoteric 

What makes this PD program for the 
64 unique is the subject. A large eye 
opens and closes as it bounces 
around the screen. Other spheres 
bounce, too, resulting in 20 sprites on- 
screen at once—an amazing accom- 
plishment! The music has a nice high- 
tech sound to it. 


Juggler 

Perhaps the finest 64 animation ever 
done, Juggler is based on the famous 
Amiga animation of the same name. 
Run this PD program on your 64, and 
you'll see a robotic figure standing on 
a checkerboard floor, juggling three re- 
flective glass spheres. Numerous su- 
perb multicolor frames make this animat- 
ed demonstration appear almost as 
impressive as its Amiga predecessor. 


Outspace 
Upon loading this PD program for the 
64, you'll be treated to a graphics and 


G-8 COMPUTE AUGUST 1992 


sound extravaganza. Highlights in- 
clude impressive use of sprites and ras- 
ter interrupts, creating all sorts of move- 
ment. On the final screen is an astro- 
naut/alien backed up by superb digit- 
ized music. You can select a picture 
and music with a joystick. 


Reticulate 

This PD program for the 64 does the 
seemingly impossible. It presents an 
unprecedented 320 x 400 pixel inter- 
lace on the composite screen. The ef- 
fect isn't fake, and interlace flickering 
is no worse than on the Amiga. A vari- 
ety of great pictures can be loaded by 
pressing the space bar after the intro- 
ductory screen. The program won't run 
from a 1581 because of its custom 
fastloader. The music is excellent as 
well. A must-have! 


Space Movie 

Space Movie is another classic demo 
for the 64. Although small in size (43 
blocks), it's a lengthy minimovie with 
an equally long soundtrack. It consists 
of a tribesman beating a drum while a 
space drama with aliens unfolds on the 
other side of the screen. All of this is in 
rhythm with the music. 


Swinth 

Swinth is by far the most well-known 64 
demo of all. A combination of Swish 
and Synth Sample, it features a color- 
ful, symmetrical kaleidoscope of lines 
synchronized to music. Most parame- 
ters such as colors, display attributes, 
and music are user-selectable. Viewing 
it is a relaxing, almost hypnotic, experi- 
ence that you shouldn't miss. 


GAMES 


128 Invaders 

Taking advantage of the 128's often ne- 
glected 80-column screen, 128 Invad- 
ers, a Space Invaders clone, delivers a 
lot of fun. This PD game also features 
smooth animation and full color! Al- 
though the theme is nothing new, its im- 
plementation makes 128 Invaders 
shine. 


Adventure /80 

Here's another superb 80-column PD 
game. Players can look forward to an 
excellent condensed version of the orig- 
inal mainframe Adventure game by Wil- 
liam Crowther. All the key elements are 
preserved in this text journey through 
Colossal Cave. Fans of the Infocom 
classics will especially like this one. 


Ceviuz 

Ceviuz is an automated helicopter as- 
signed to dangerous missions. With it 
you fly over large, detailed landscapes 


while avoiding enemy fire. Program op- 
tions in this SW package for the 64 in- 
clude three day or night missions, sev- 
eral levels, high-score saves, an inde- 
structible mode, and a terrain editor for 
added replay value. 


Krakout 

Krakout, a commercial-quality game, at 
least equals its inspiration, Arkanoid. 
Distinguishing this PD 64 program are 
great graphics and sound, real playabil- 
ity, and a multitude of options such as 
bat speed, ball speed, number of 
bats, and type of background. This 
one’s a winner. 


Mah-Jongg 

Mah-Jongg is a high-quality clone of 
Shanghai by Activision. The object of 
this 128 PD game is to remove all the 
tiles by clicking on matching pairs 
with the onscreen pointer. This ancient 
Chinese game is addicting and re- 
quires good strategy. It runs in 40-col- 
umn mode and supports a joystick or 
mouse. 


Qix 

This PD clone of a Taito hit scores 
high marks for fun with a 64. You 
guide a diamond and try to cut off sec- 
tions of the screen to trap the enemy in 
the smallest space possible. You must 
also avoid two little bugs that try to get 
you. The time limit makes Qix all the 
more challenging. 


Rotations! 

Once again, a commercial game (Te- 
tris) inspires a good PD clone for the 
64. In Rotations!, you manipulate differ- 
ent falling pieces to form horizontal 
lines on the playfield. Graphics are 
clean, multiple levels add challenge, 
and the pause feature comes in handy. 


GEOS 


Blue Pencil 

If you do a lot of writing at home, 
school, or work, you need Blue Pencil, 
a PD program for the 64, It's a com- 
plete geoWrite document analyzer 
that counts words, sentences, para- 
graphs, pages, and graphics. Plus, it 
figures a variety of averages to help 
you analyze your writing. The only short- 
coming is that it has trouble working 
with very large documents. 


Combiner 

Combiner is a SW program that lets 
you combine two geoWrite documents 
in many different ways. If you’re work- 
ing on one document, for example, a 
second document can be appended 
to it, inserted, or merged as part of 
your original document. Versatility and 


Keep our 
efforts from 
floundering. 


People with chronic lung disease are fighting for 
every breath. Your help can keep them afloat. | 


LUNG 
ASSOCIATION” 


The Christmas Seal People® 


It’s a matter of life and a; AMERICAN 


Space contributed by the publisher as a public service. 


» Yes, save time and money! Subscribe to the Gazette 
Disk and get all the exciting, fun-filled Gazette pro- 
grams for your Commodore 64 or 128—already on 
disk! 

Subscribe today, and month after month you'll 
get all the latest, most challenging, and fascinating 
programs published in the corresponding issue of 
COMPUTE. 

New on the Gazette Disk! In addition to the 
programs that appear in the magazine, you'll also 
get outstanding bonus programs. These programs, 
which are often too large to offer as type-ins, are 
available only on disk—they appear nowhere else. 

As another Gazette Disk extra, check out 


SOFTWARE 


CLOSEOUTS 


For Commodore 64 & 128 


‘STRATEGIC SIMULATIONS INC. (SS!) S19.50EACH 
Typhoon of Steel, War of the Lance, Curse of 
Azure Bonds, Pool of Radiance, Countdownto 
Doomsday, Battles of Napoleon, TonyLaRussa 
Baseball, B-24, Roadwar 2000, Hillsfar, First 
over Germany, Heroes of Lance, Pro-Tour Golf, 
Battle for Normandy, Dragons of Flame or 
Dragonstrike. 


MICROPROSE& MICROPLAY ..... 

Acrojet, Destroyer Escort, Netherworld, Rick 
Dangerous, Top Gunner, Xenophobe, Crusadein 
Europe, Decision in the Desert, Spitfire Ace, 
Helicat Ace, Solo Flight, Silent Service, Conflict 
in Vietnam, Stunt Track Racer, 3D Pool, F-15 
Strike Eagle, Airborne Ranger, or Pirates! 


JAVALONHILLGAMECOMPANY . 

Under Fire, MacBeth, Wooden Ships & Iron Men, 
Ripper!, Tsushima, Stocks & Bonds, Dr. Ruth, 
Parthian Kings, Jupiter Mission 1999,T.A.C., 
lLegionnaire, Tournament Golf, Maxwell Manor, 
‘Statis-Pro Baseball, Gulf Strike, Darkhorn, 
Guderian, Mission on Thunderhead, Panzers East, 
ISuper Sunday, or Panzer Jagd, 
IINFOCOM BARGAINS, 

iStarcross, Suspended, Zo 

| MOREGREATDEALS!!!!!! 
Printed Word or The Tool, by Valueware 
Partner 128 (cartridge for C/128 onh 


SS.DOEACH 
‘or3, or Deadline. 


, JAssembler, by Commodore 


Killed Until Dead, Hardball, Dambusters, Ace of 
Aces, Fight Night, or Jet Boys. 


|, Bubble Bobble, Oix, 
Operation Wolt, Ramboll!, Rastan or Renegade. 
ACTIVISION BARGAINS . $5.00 EACH 
Toy Bizarre, Mindshadow, H.E.R.0., Crossbow. 
Championship Baseball, Zenji or Powerdrift. 
ACTIVISION PREMIUM TITLES ‘S14.50EACH 
Gee Bee Air Rally, Aliens, Ghostbusters II, 
Maniac Mansion, Beyond Dark Castle, Titanic, 
Space Shuttle, Christmas Model Kit, Mondu's 
Fight Palace, or Die Hard. 
MINDSCAPELIQUDATION....... 


ee 
Mastertype/Writer Bundle, Perfect Score SAT, 
Shinobi, Gauntlet 2, Bop 'nRumbie, ColorMe, 
Combat Course, Intothe Eagle's Nest, Indoor 
Sports, Boston Computer Diet, Songwriter, 
Thunderblade, Golden Oldies. 


COMPSULT 
P.O. BOX 5160 
SAN LUIS OBISPO 
CA 93403-5160 


Pet Emulator, by Commodore .. 
[Entertainer or Educator, by Valuewar 
Tri-Math or Turtle Toyland, by HesWare 
Attack ofthe Mutant Camels (carte), by HES $3.50 


Iron Lord, Putfy's Saga, Skate Wars,B.AT., Pick’N Pile 
|Chessmaster2100, by Software Toolworks $14.50 


TO ORDER: Send check or money order, includin 
Shipping charges o1$5 for USA. $8for Canada, $12a 
others, California addressesmust include 7.25% sales 
tax Toreceive our complete catalog of over 2,000 tems 
for all computer types, send $2 in cash or postage 
stamps. The catalogs FREE with any order. To check or 
anitem not isted here, cal (805) 544-6516, 


WE ALSO CARRY LOTS OF 
SOFTWARE FOR IBM, APPLE, MAC, 
AMIGA, ATARI & MORE! 


Circle Reader Service Number 181 


“Gazette Gallery,” where each month we present the 
very best in original 64 and 128 artwork. 


So don’t waste another moment. Subscribe to- 
day to COMPUTE’s Gazette Disk and get 12 issues 
for only $49.95. You save almost 60% off the single- 
issue price. Clip or photocopy and mail completed 
coupon today. 
Individual issues of the disk are available for 
$9.95 (plus $2.00 shipping and handling) by writing 
to COMPUTE, 324 West Wendover Avenue, Suite 
200, Greensboro, North Carolina 27408. 


YES! Start my one-year subscription 
to COMPUTE’s Gazette Disk right away 
for only $49.95.* 


O Payment enclosed (check or money order) 


OCharge OMasterCard O Visa 
Acct. No. Exp. Date 
Signature 
(Required) 
Name 
Address 
City 
State/ ZIP/ 
Province Postal Code 


Mail to COMPUTE’s Gazette Disk, P.O. Box 3250, Harlan, 1A 51593-2430 
* Residents of NC and NY, please add appropriate sales tax for your area. Canadian 


orders, add 7% goods and services tax. 


the ability to handle different geoWrite 
versions make Combiner for 64 users 
an indispensable utility around the 
home, school, or office. 


Convert 2.5 

With this PD program, 64 users can con- 
vert documents from GEOS format to 
SEQ or PRG text files and vice versa. 
Conversion is a snap. It's a must-have 
for serious writers who use multiple 
word processors or GEOS fans who 
want to send text on disk to people 
who don't use GEOS. 


Graphic Storm 

A graphics importer, Graphic Storm 
will convert standard hi-res screens or 
Doodle pictures into geoPaint format. 
This SW program converts Print Shop, 
Print Master, and Newsroom graphics 
into photo album graphics like Graph- 
ics Grabber does. This is another use- 
ful program that should be in every 
GEOS user's library. 


GRAPHICS 
CSlide5 


This SW viewer displays both com- 
pressed and uncompressed Koala and 
Doodle pictures. CSlide5 also com- 
presses and decompresses them, 
which is a very useful feature, and it's 
lightning fast. 


Disp/Lace 

Imagine a 640 x 600 pixel interlace on 
the 80-column screen! That's what 
this incredible PD program can accom- 
plish if you have 64K VDC RAM in 
your 128. It takes any six Doodle pic- 
tures and displays them simultaneous- 
ly with their colors intact. Graphics 
fans shouldn't miss this unbelievable 
feat of programming. 


Artwork 

Here's a sampling of beautiful Commo- 
dore artwork to watch for. Each of 
these compressed Doodle files has a 
GG prefix: BOTTLE, CABIN, 
CASTLEJS, EGO, FROG.LILY.PAD, 
GRAYLIBR, HALOWAYN, IGARDEN, 
KINGFISHER, SERENE, LINCOLN, 
SCHLOS.CASTLE, SPAZOZ, and URCHI- 
NOD. These pictures and JJ MIDDLE 
EARTH, which is a Koala file, reflect the 
talent of a few of the best artists in the 
Commodore community. 


MUSIC 


StereoPlayer 10.3 

Without a doubt, this is the best SID 
player available in the public domain. 
A huge program, StereoPlayer plays 
both mono and stereo SIDs, features a 
keyboard and animated band, and has 


G-10 COMPUTE AUGUST 1992 


almost every conceivable musical op- 
tion. The opening screen is spectacu- 
lar. In fact, this whole program is thor- 
oughly professional. It's PD software at 
its best. 


SID Player Music 

There are many outstanding SID play- 
er songs. These songs usually have a 
MUS suffix. Here are a select few: 
BACK FUTURE, BADMEDICINE, BLAZ- 
ER THEME, BLESS USA, ETERNL 
FLAME, GALACTICA, LEAN ON ME, 
LIKE A PRAYR, MISSION IMP, MY/ 
DREAMS, NEVERENDING, OLD TME 
ROCK, STAR WARS, WILD/WEST, and 
YEARS. All are magnificently arranged. 
These are just a few of the many ex- 
cellent musical works available for 
downloading. 


PRODUCTIVITY 


Power Budget 

Similar to a spreadsheet, this SW budg- 
eting program for the 64 is quite versa- 
tile. It allows you to enter and change 
data quickly, and the computer han- 
dles the calculations. Furthermore, 
budget projections can be calculated 
for an entire year. Clear instructions are 
included with this easy-to-use financial 
program. 


The Data Base 

This SW program is a superb flat-file da- 
tabase that possesses as much power 
and flexibility as some commercial 
ones. All the expected features are 
here, including multiple records, sort- 
ing by several keys, report writing, SEQ 
translation, searching, and so on. This 
program is excellent for most database 
needs. There are separate versions for 
the 64 and 128, and the 128 version 
has both 40-column and 80-column ver- 
sions available. 


UTILITIES 


CS-DOS 

CS-DOS is more than a DOS shell; it's 
an entire operating system similar to 
MS-DOS. For instance, this SW pro- 
gram for the 128 features a command 
line, batch files, and so on. A number 
of programs are available to run under 
CS-DOS. | think you'll find this to be 
quite an interesting offering. 


Vector Drive 

Disk editing requires good tools, and 
Vector Drive is a PD program that fills 
those needs. It packs as much power 
as its many commercial competitors. 
This menu-driven program for the 64 
features search and replace, sector 
fill, copy, memorize, and BAM display, 
plus all the other options you'd expect 


on an outstanding disk editor. It works 
with any 1541 or compatible drive. 


MISCELLANEOUS 
Star Trek 


Commodore owners who have a 1764 
or 1750 REU will get a real treat with 
this one. This PD program for the 64 
fills an entire disk and utilizes digitized 
sound. You'll hear the entire introduc- 
tion to the original “Star Trek” TV se- 
ries, beginning with “Space, the fina’ 
rontier. . . ." Very impressive! o 


ONLINE SERVICES 
CompuServe 
P.O. Box 20212 
Columbus, OH 43220 
(800) 848-8199 


Delphi 

3 Blackstone St. 
Cambridge, MA 02139 
(800) 544-4005 


GEnie 

401 N. Washington St. 
Rockville, MD 20850 
(800) 638-9636 


QuantumLink 
8620 Westwood Center Dr. 
Vienna, VA 22180 


DISK SERVICES 
Caloke Industries 
P.O. Box 18477 
Raytown, MO 64133 


C&T ComputerActive 
P.O. Box 893 

Clinton, OK 73601 
(405) 323-5890 


Diskoveries 
P.O. Box 9153 
Waukegan, IL 60079 


Disks O'Plenty 

7958 Pines Blvd., Ste. 270A 
Pembroke Pines, FL 33024 
(305) 963-7750 


JLH 

P.O. Box 67021 
Topeka, KS 66667 
(913) 234-3388 


Paradise Software 

7657 Winnetka Ave., Ste. 328 
Winnetka, CA 91306 

(800) 233-2451 


Parsec 
P.O. Box 111 
Salem, MA 01970 


64 Disk Connection 
4291 Holland Rd., Ste. 562C 
Virginia Beach, VA 23452 


PUMP UP 


YOUR PRODUCTIVITY! 


Harness the potential of your, The Geeta ene 
64 and 128 with these rite 


Do it all with Commodore 


rf | graphics! 
powertu! programs. Here's what's on it- 

Starburst Graphics, 
Get more work out of your 64 and 128 eee Designer 128, 
with these two new disk products from 128 Graphics Compactor, 


64 Animator, VDC Graphics, 
Dissolve 128, Super Slideshow, 
128 Animator, 1526 PrintScreen, 


COMPUTE's Gazette — the 1992 
Best of Gazette Utilities, and 


the Gazette Graphics Grab Supratechnic, Medium-Resolution 

Bag! Graphics, Screen Maker, GAS!64— 

The 1992 Best of Special Edition, GAS!128—Special 
opens Edition. 

Gazette Utilities en 

Seize control of your operating 

system and your world! ORDER 


Here's what's on it-MetaBASIC 64, 
MetaBASIC 128, Quick, Sprint Il, 
Ultrafont+, RAMDisk 64, RAMDisk 128, 
BASSEM, SciCalc 64, List Formatter, 
MegaSqueeze. 


THEM 
TODAY! 


Extend Your Computer Power With This Powerful Software! 


‘§! | want to pump up my productivity! Please send me the 


__ Check or Money Order _ MasterCard _ VISA 


@ disks checked below at $11.95 each. Credit Card No. Exp. Date 
Signat 
__The 1992 Best of Gazette Utilities aaa ae | 
—— The Gazette Graphics Grab Bag Daytime Telephone No. | 
—— Subtotal 
Name 
_— Sales Tax (Residents of NC and NY please add appropriate sales tax for your 
area. Canadian orders, add 7% goods and services tax.) Address 
—— Shipping and Handling ($2.00 U.S. and Canada, $3.00 surface mail, $5.00 City 
airmail per disk.) 
__ Total Enclosed State/Province ZIP/Postal Code 
Mail this coupon to COMPUTE's 1991 Utilities, 324 West Wendover Ave., Ste. 200, 


L MasterCard and VISA accepted on orders with subtotal over $20. Greensboro, NC 27408. 


REVIEWS 


TEENAGE MUTANT 
NINJA TURTLES— 
THE ARCADE 
GAME 


Hey, man! That Shredder 
creep is back in town with 
the Foot Clan! Yeah, dudes! 
And he’s got April! We've 
got to rescue her! He's hold- 
ing her somewhere in New 
York. Let's go! Cowabunga! 
Sound familiar? What 
could be the start of an out- 
line for a Teenage Mutant 
Ninja Turtles screenplay is 
actually the premise for the 
latest in Turtle games from 
Konami—and a hot game it 
is. Based on the arcade 
game, this game follows the 
Turtles through eight levels 
of battle against Shredder 
and his henchmen, includ- 
ing key figures Bebop and 
Rock Steady as well as the 
highly trained Foot Clan. 
You can choose to be 
any one of the four Turtles: 
Leonardo, Donatello, 
Michaelangelo, or Raphael. 
Then take off after the bad 
guys. Your first stop is 
April's flaming apartment. 
You battle member after 
member of the Foot Clan. 
Some are armed, while oth- 
ers have only their ninja 
skills as weapons. If you de- 
feat all of them and outlast 
Rock Steady, then it's on to 
Times Square. : 
Pick up a pizza for an ex- 
tra life; watch out for Bebop 
by the convertible! Next, it’s 
the SoHo Sewers, complete 
with rats and robots! Then, 
Vinnie's Valet Parking Ga- 
rage, Madison Square Ave- 
nue, Rock-a-fella Express- 
way, the Rock Quarry Facto- 
ry (lair of the Stone Warrior), 
and finally, level 8, the Tech- 
nodrome! This is where you 
meet all your opponents for 
the ultimate showdown. 
As you take on a Turtle 


G-12 COMPUTE AUGUST 1992 


persona, you need to realize 
that each Turtle prefers a dif- 
ferent weapon. This means 
that each fights a little differ- 
ently. Experimentation will 
tell you which Turtle best 
fits your style of gameplay. 
One hint: Each Turtle has an 
awesome side drop kick. 
We found a lot to like 


Robin, age of discretion: 
“The graphics are good; the 
sound, even better. | don't 
have to go blind to find the 
password, since it's printed 
on white paper. | like the 
fact that the Turtles have dif- 
ferent abilities. It makes 


things more individual and 
less boring. Donatello is my 


Raphael, armed with a pair of Sai daggers and a bad attitude, 


takes on Shredder's goons in April's burning apartment. 


about this game. There is 
something in Teenage Mu- 
tant Ninja Turtles for 
everyone. We'll let the play- 
ers speak for themselves: 


Michael, age 4: "I like the Tur- 
tles! It's my new Turtle vide- 
ogame. |'m Michaelangelo, 
and | get rid of those guys! 
Even the robots. | got 67 
points—all by myself!” 


Katelyn, age 6: “I like this 
game ‘cause it's fun. | think 
it's a little hard, though. | 
like using Leonardo be- 
cause he has_ longer 
swords.” 


Meaghan (our family's top 
scorer), age 10: “I like the 
Turtles Arcade Game. | like 
Raphael the best. The graph- 
ics are great. It's easy, too. 
Not complicated. But it's a 
challenge to really win.” 


preferred hero. The game is 
challenging, but not so 
much so that you give up on 
it. But | have to admit that it 
makes my hand sore.” 


David, age 40 or so: “It's 
one of the few arcade 
games | like. Maybe be- 
cause it's one of the few | 
find playable. Great graph- 
ics and sound. Now, if |! 
could just outscore my 
daughter!” 


Kacey and Kelsey, age 15 
months, are twins of few 
words. We can only go by 
their reaction whenever 
they hear the music. They 
love it. They bob, dance, 
grin, and clap their hands. 


OK, so much for the fami- 
ly's individual opinions. We 
like a game that gives the lit- 
tle kids a chance. Many ar- 


cade games require too 
much coordination for small 
hands. This can be frustrat- 
ing to a little guy who's just 
trying to have some fun. 
This game has familiar char- 
acters, exciting battles, and 
an ease of play that enables 
little people to play like the 
big kids. I'm not advocating 
that such a game should 
take the place of an educa- 
tional game, but everyone 
likes something that's just 
plain fun. 

Konami is generally pretty 
thorough in what it does. 
This program is no excep- 
tion. One manual serves all 
versions, with an insert to 
amend instructions to accom- 
modate Commodore differ- 
ences. The manual is just 
what you need to get going. 
It's concise, informative, and 
entertaining. However, it is 
misleading in one item. The 
manual claims that after 
your last Turtle life ends 
(you get three), you are of- 
fered two options, Continue 
or End Game. The Continue 
option allows you to pick up 
at the scene where you left 
off, and you're allowed to do 
this up to three times. It 
doesn't happen this way, 
however, in the 64 version. 
The death of the last Turtle 
means the end of the game. 
There’s no explanation of 
why the 64 doesn't have 
this option. It's a shame, be- 
cause such a feature would 
be a terrific plus. 

This misinformation in the 
manual seems to be the on- 
ly negative point in a game 
that is otherwise exciting 
and lots of fun. When an ar- 
cade game is translated in- 
to a computer videogame, it 
can bring the fun home— 
and even save a few quar- 
ters. Teenage Mutant Ninja 
Turtles—The Arcade Game 
does this in a very capable, 
enjoyable fashion that ap- 
peals to those aged 4 to 40 


Big Blue Reader 128/64 - 4.0 


Transfers word processing, text, ASCII, and binary files between 

C64/128 and IBM PC compatible 360K 5.25" and 720K 3.5" disks. 

New Version 4.0 features: Transfers ASCII, PET ASCII and Screen 

Code files including: WordWriter, PocketWriter, SpeedScript, PaperClip, 

WriteStuff, GEOS, EasyScript, Fleet System and most others. 

Supports drives # 8-30. New Backup (C128) and Format (1571/1581) 

programs. Reads MS-DOS sub-directories, uses joystick, and more. 

Includes C64 & C128 programs, Requires 1571 or 1581 Disk Drive. 
Big Blue Reader 128/64 - 4.0 only $44.95 


Version 4.0 upgrade, send original BBR disk plus $18. 


Bible Search 3.2 


1. Entire Old and New Testament text on 4-1541/71 or 2-1581 disks. 
2. Exhaustive English Concordance on 2-1541/71 or 1-1581 disks; 
includes more than 700,000+ references. 

3. Incredible five (5) second look-up time per/word, per/disk. 

4, Instant, automatic spell checking of more than 12,800 words. 

5. Boolean search options, including AND, OR & NOT logic. 

Search the entire Bible in 5 seconds with 1581 or HD (v3.52). 

7. Money Back Guaranteed! 

Includes: C64 & C128 programs; printer and disk output; users 

guide, disk case. Available on (7) 1541/71, or (4) 1581 disks. 
KJV $49.95 vevevedevr NIV $59.95 


«= Any questions? Call or write for more information. 
Also available! Amiga, Bible Search 


ler, or COD. US funds only. 
. No Credit Card orders. 
Canada & Mexico add $4 S/H, Overseas add $10 S/H ($5 BBR) 


SOGWAP Software ® (219)724-3900 


115 Bellmont Road; Decatur, Indiana 46733 


S 


Order by check, money ord 
= unteoee 


Upgrade your Commodore system 


Refurbished Hardware 
ONITORS DRIVES OTHER 
1541-$100 
1541-I1-$120 
1571-$165 
1571-I1-$185 64C-$120 
1581 - $180 C128-$175 
1001SFD-$150 _C128D-$225 
1590 DATASETTE-$35 


1701 -$235 
1702-$255 
1801 -$265 


1660-$30 
1670-$50 
C64 -$100 
1802-$265 
1901 «$295 
1902-$305 
10848-$325 
MANY BOOKS - $10 


ASK FORANYTHING, | MIGHT HAVEITI 1Mb RAM SIMM - $75 


O. BOX #1233, STATION B 
WESTON, ONTARIO, M9L2R9 


Commopore 64 PusBLic DomaAIN 


Highest Quality Since 1987* 


Games, Education, Business, Utilities, GEOS, Music, Graphics & 
More. As low as 90¢ per collection. 1 stamp for complete catalog 
or $2.00 for catalog AND 30 sample programs (refundable). 


24 hour shipping. 
64 DISK CONNECTION 


4291 Holland Rd., Suite 562 - Virginia Beach, VA 23452 


(* Formerly RVH Publications) 
Circle Reader Service Number 254 


NUCLEAR SUB 


6PACSETS 


8 BIT 


PO BOX 542 
LINDENHURST NY 11757-0542 


NOW BRINGING YOU GREAT PRICES ON 
COMMERCIAL SOFTWARE TOO! 


E THESE ARE DEDICATED 


EACH SET $5.00 


2: ADULT IMAGES 
3: EDUCATIONAL 


9: UTILITIES 

is ray INCLUDES THE SEGA HITS 
B: ASST. (Mario+) | OUTRUN, AFTERBURNER, 
C/MUSICSET [THUNDERBLADE, SHINOBI, 
D: ARTGALLERY | AND ALIEN SYNDROME 
E: GEOS FILES A$190 VALUE! 


MANY ITEMS ARE CLOSEOUTS , 
AMOUNT OF STOCK IS LIMITED! 
Add $1.00 shipping per item ordered*U.S. Fands Only! 
SORRY NOC.O.D.’s OR CREDIT CARD ORDERS 
FOR A FREE COPY OF OUR CATALOG, CALL: 
(516)-957-1110 MONDAY - FRIDAY 10am to 5pm EST 


New APROTEK modems 
64/128/AMIGA-2400 BAUD -$119 
64/126/AMIGA-1200 BAUD - $89 
APROSAND-4 SLOT CARTRIDGE 
EXPANDER FORTHE 64/128- $40 
New CMD accessories 

JIFFYDOS 64/128 & ANYDRIVE "SYSTEM" - $85 
128D/ANY DRIVE *SYSTEM' - $95 
‘ADDITIONAL DRIVE ROMS - $45 

SOFTWARE - $10-20 RAMLINK/RAMCARD CW BATTERY (OMb)- $345 

4Mb RAM SIMM - $250 


J.P.PBM PRODUCTS BY MAIL  sHipPINGINCLUDED FORCANADA, USA+15% 
P. 15 DAY WARRANTY ON REFURBISHED GOODS 
TAX-Canada+7% GST, Ontario Res. +8% PST 


Circle Reader Service Number 162 


Can Your 
Computer Make 


XP) YOU 
37 $1,000,000? 


WITH LOTTERY PC YOUR NEXT TICKET 
COULD BE WORTH MILLIONS! 


LOTTERY uses the raw power and storage of your 
Computer to determine and refine the number selection 
methods that will win the various lottery games 
play. Don’t be limited to the one or two methods that 
other programs use, they might not work in your state 
There is no better system available! 


Join the growing list of winners using our system. 


SPECIFY: 
Lottery 64(C64/128) 
Lottery PC 
IBM PC/XT/AT and compatibles 


Commodore64/128 & Plus/4 are registered 
trademarks of Commodore Int 
IBM PC/XT/AT are registered trademarks of 
International Business Machines Inc 


To order, send $29.95 for each plus $3.00 postage & 
handling per order to 

(Illinois residents add 6% sales tax) 

(Orders outside North America add $3.00) 


COMMAND 


Realistic Nuclear Attack Sub Simulation 


CB4 of 128 In 64 Mode 
Command Missions Under The Arctic Ico. 
Hunt Russian Typhoons In The North Sea. 


Requires C64 GEOS 1.3 or 20 WEG 


$19.95 Check or Money Order 
VMC Software PO Box 326 
Cambria Hts. NY 11411 


software sa 


Circle Reader Service Number 171 


C.O.D. orders call: 
(708) 566-4647 (av 
Superior Micro Systems, Inc. ¢. 
as 26151 N. Oak Ave. CP) S 


Mundelein, IL 60060 ry 
\ \—4 


Circle Reader Service Number 221 


AUGUST 1992 COMPUTE G-13 


REVIEWS 


and then some. So, cow- 
abunga, dudes, and have 
yourselves a_ righteous 
good time! 

DAVID and ROBIN MINNICK 


Commodore 64 and 128—$29.95 


KONAMI 

900 Deerfield Pkwy. 
Buffalo Grove, IL 60089 
(708) 215-5100 


Circle Reader Service Number 341 


THE SIMPSONS 
ARCADE GAME 


Hey, dudes! Grab your skate- 
boards and get ready for ac- 
tion with The Simpsons Ar- 
cade Game by Konami. Hom- 
er, Marge, Bart, and Lisa 
will lead you on a wild 
chase through the streets of 
Springfield. They're trying to 
rescue little Maggie 
Simpson from the jewel 
thieves who kidnapped her 
after she accidentally swal- 
lowed a valuable jewel. 

Simpsons fans will enjoy 
the colorful graphics and live- 
ly music in the opening ani- 
mation sequence, which 
sets the scene for the 
game. You can bypass the 
animation with a click of 
your fire button. 

The game has two dou- 
ble-sided disks that offer 
you eight increasingly diffi- 
cult levels of play. On each 
level you'll meet a variety of 
foes who attempt to prevent 
you from finding Maggie. 

You'll face off against 
ghosts, zombies, tavern 
thugs, yes-men, and other 
foes too numerous to men- 
tion. The bad guys seldom 
appear alone. Since the 
game offers you a two-play- 
er option, you can team up 
with another player and use 
tag-team tactics against the 
bad guys. 

The Simpson characters 
are easily recognizable, 
even though the game re- 


G-14 COMPUTE AUGUST 1992 


lies more on color than on de- 
tail to portray them. Other 
characters from the popular 
television show, like Krusty 
the Clown, Mr. Burns, and 
Smithers, will join in the cam- 
paign to stop you from ad- 
vancing in your search. 
Each Simpson is 


equipped with a special 


Each Simpson is equipped with a special weapon to help him or her 


gy remaining for your charac- 
ter (or characters). The ener- 
gy level tells you when it's 
time to look for burgers and 
other goodies to restore 
some of your strength. 
From time to time, com- 
ments from your character 
appear in a message bal- 
loon that's also in the status 


fight any villains who block the way. 


weapon to help him or her 
fight any villains who block 
the way. Lisa lashes with 
her jump rope, Bart bashes 
with his skateboard, Homer 
hammers with his fists, and 
Marge is a maniac with her 
vacuum cleaner and tower- 
ing hairdo. 

Each Simpson begins the 
game with four lives, but 
you should plan to lose a 
few until you get the hang of 
the game. You'll have fun 
testing each character's fight- 
ing skills alone and in com- 
bination until you find the sin- 
gle character or team that 
suits you best. 

A status window at the bot- 
tom of the screen will keep 
you advised of how well 
you're doing throughout the 
game. It shows how many vil- 
lains you've defeated, the 
number of lives you have 
left, and the amount of ener- 


box. These comments are 
typical of whichever 
Simpson you're playing, but 
they won't help with the 
game. Nor do they have 
much to do with what's hap- 
pening on the screen. 

One of the drawbacks of 
the game is that the status 
window doesn't show you 
the hit power or the energy 
of your foes. This makes it dif- 
ficult to judge how well 
you're doing during an at- 
tack. Since the competition 
gets tougher on every level, 
your character will lose 
more energy when hit, but 
you won't be able to tell how 
much damage you're inflict- 
ing on your foes. 

Most levels have a partic- 
ularly strong “boss” charac- 
ter whom you must defeat in 
order to advance to the 
next level. It would be espe- 
cially helpful to know how 


much damage your blows 
have inflicted on these su- 
per bullies. In most cases, 
you'll find it takes 1-3 hits to 
best an ordinary bad guy 
and about 20 hits to finish 
off a boss. When you've de- 
feated 50 bad guys, your 
character earns another life. 

Don’t expect the instruc- 
tion manual to offer you 
much help. This is one of 
those games that you'll 
learn while you play it. In 
fact, there are times when 
the manual is a bit mislead- 
ing. For example, the pic- 
tures of level 2 and level 5 
are reversed in the manual. 
It also tells you that since 
the undead creatures on the 
cemetery level can't be 
killed, you must try to find 
an escape route. However, 
it doesn't offer any clues as 
to which enemies are un-. 
dead and which are living. 

Appearances are deceiv- 
ing, too. The ghost dangling 
from a rope isn’t a ghost at 
all. It's a bad guy hiding ina 
tree. (Jump up and hit the 
tree to knock him down.) 

As for that escape route, 
you'll quickly discover that 
you can't run away from the 
enemies. You'll be unable to 
move beyond the end of 
any screen as long as there 
are foes alive onscreen. 
Don't toss the manual away, 
though; you'll need it for the 
passwords that are printed 
in the back to start the 
game. After that you're on 
your own. 

The more you play The 
Simpsons Arcade Game, 
the more you learn! That's 
part of the appeal of this chal- 
lenging game. 

MARTI PAULIN 


Commodore 64 and 128—$39.95 


KONAMI 

900 Deerfield Pkwy. 
Buffalo Grove, IL 60089 
(708) 215-5100 


Circle Reader Service Number 342 


GRAPEVINE GROUP 
COMMODORE UPGRADES 


Fun braphies Machine 


FUN GRAPHICS MACHINE (FGM) IS AN “ALL-IN-ONE” GRAPHICS 
PROGRAM FOR THE C=64, WHAT CAN BE CREATED WITH FGm IS 


ONLY LIMITED BY YOUR IMAGINATION. 


BUSINESS g annos 


FUN GRAPHICS MAI 
HI-RES SCREENS FRO! 
kK 


JUST A FEW EXAMPLES: 


SUPPORTS IMP 
ANY POPULAR 

Fee AN 
T col 


GRAPHICS AND 


© COMPUTER SAVER: This C-64 Protection 
System saves you costly repairs. Over 52% of 

C-64 failures are caused by malfunctioning 

power supplies that destroy your computer. 
Installs in seconds between power supply & 

C-64. No soldering. 2 year warranty. An 
ibsolute must and great seller $17.95 

Deluxe RX232 Interface by Omitronix 
© Serial Printer Interface by Oritronix 
© PRINTER PORT ADAPTER by Ormitronix 


, Avoid obsolescence. Allows you to use any 


Commodore (C-64) printer on any PC compati- 


h ble or clone. Does not work with 


Amiga... $34.95 


SPECIALS NEW POWER SUPPLIES 


© A super-heavy, repairable C-64 power sup- 
ply with an output of 4.3 amps (that's over 3x 
as powerful as the original). Featuring 1 year 
warranty, ext. fuse, schematics, UL approved. 
Cost is $37.95 and includes as a bonus the 
Commodore Diagnostician Il (valued @ $6.95). 
© 4.3. amp supply for C-128, Same features as 
ubove—$52.50 

© Dar Biggest Seller © 1.8 amp repairable heavy 
uty supply for C-64, (Over 120,000 sold), $24.95 


® EMERGENCY STARTUP KITS 


Repair your own Commodore/ Amiga and save 


APTURED SIMPLY BY RESETTING 
IE FUN GRAPHICS MACHINE, 


FEM CLIP ART VOL.1 OvER 200 EXCELLENT GRAP. 
FGM FOMT DISK OVER 30 FONTS IN FGM FORMAT- 
caet KEYBOARD TEMPLATE MAKE YOUR OWN OVERLAYS 

C=128 KEYBOARD TEMPLATE make your OWN OVERLAY 
_ Fem CALENDAR TEMPLATES DAILY, WEEKLY, MONTHLY 


ROCK’S ASSEMBLER THE FUN GRAPHICS MACHINE 
PLEASE STATE COMPUTER 


FULL KEYBOARD OVERLAYS FOR THE FOLLOWING PROGRAMS t=O 
CMO’S HARD DRIVE, RAMLINKs RAMDRIVE JIFFY DOS COMMANDS 
(30 SHAP SHOT 5 ACTION REPLAY 4&5 EPYX FAST LOAD 

(0 BUSINESS FORM SHOP CALC C0 STAR BASIC 93 BQen 


4,C128,SX-64) OR C64 IS SHIPPED 


lots of money. Kits contain all major chips, 


schematics, diagnostics, etc. No soldering. 
512K RAM EXPANDERS Send for {ull details. Five different kits 


Super 1750 REU Cone (512K). Does not available. 
require a larger power supply ...... $142.50 


Original REU-1750 512K Expander Us ~ $131.00 REPLACEMENT/UPGRADE 
CHIPS & PARTS 
COMMODORE DIAGNOSTICIAN 11 


Originally developed as a software package, 

then converted to a readable format, the 

Diagnostician has become a fantastic seller. 

With over 38,000 sold worldwide, Diagnosti- 

cian II utilizes sophisticated cross-reference All 901/225-6-7-9 . 

grids to locate faulty components (ICs) on all 4164 (C-64/RAM) . 

C-64 and C1541 computers (C-128/64 mode). C-128 ROMs Upgrade (set 3). 
Save money and downtime by promptly locating C1571 ROM Upgrade (310654-05) 


what chip(s) have failed. (No equipment of any 
kind needed.) Success rate from diagnosis-to- 
repair is 98%. Includes basic schematic, $6.95 
(Avail for Amiga computers with 3\:" disk at $1495) 


C-54 Keyboard (new) . 

Commodore Cables . 

Service Manuals for C64, C128, 1802, 
1084, 1541 . $2 


(503)-673-2234 
ADD $3.50 FOR S/H PER ORDER 


COMPUTE’s 


IF ONLY ORDERING OVERLAYS THEN S/H IS $2.00 PER ORDER 


Send For Free 36 Page Catalog 
fcod 3 CHESTNUT ST., SUFFERN, NY 10901 Gey 
Order Line 1-800-292-7445 Fax 914-357-6243 
Customer Service: 914-368-4242 Intemational Order Line: 914-357-2424 


We Ship Worldwide Hours: 9-6 E.T. M-F Prices subject to change 15% Restocking Charge 
Tell a friend you've heard it through the Grapevine. 


Circle Reader Service Number 145 


SpeedScript Disk 


A powerful word processing 
package for Commodore 64 
and 128 owners 


A Great Deal for Commodore 
Users! 


° SpeedScript for the 64 


¢ SpeedScript 128—80-column version 
* Spelling checkers 

* Mail merge 

* Date-and-time stamp 

¢ 80-column preview for the 64 


¢ Turbo save and load 


* Plus more than a dozen other SpeedScript 
support utilities all on one disk (including 
full documentation) 


lYEs! Seow. me] 
| SpeedScript Disk. 
I've enclosed $11.95 plus $2.00 postage and handling. (Outside 
| U.S. and Canada add $1.00 for surface mail or $3.00 for 
| airmail.) 


copies of COMPUTE’s 


Amount 


| ORDER NOW! Sales tax" 


Total 


Address 


State 


Mail personal check or money order to 


| Commodore SpeedScript Disk 
| 324 W. Wendover Ave., Ste. 200 
Greensboro, NC 27408 

I 


Residents of North Carolina and New York, add appropriate tax for your area. Canadian 
orders, add 7'% good and services tax. 


Please allow 4-6 weeks for delivery. Program available only on 5%-inch disks. 


DISKS O'PLENTY INC 
7958 PINES BLVD. SUITE 270A 
PEMBROKE PINES FL 33024 
(305) 963-7750 
Call or write for free descriptive catalog of 
C64/128 Public Domain & Shareware 
Choose from over 900 Disks 
Adult list of over 50 Disks available 
to those 18 or over. 

SID MUSIC UTILITIES 
PRINTSHOP UTILITIES 
JR HIGH EDUCATION 
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TYPING / SPANISH 
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CASINO-BOARD GAMES| 
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002MS LOTTERY PROGRAMS 
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Circle Reader Service Number 253 


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Choose 6 for $5.00 
LIMITED OFFER 


THE STRATEGY/CAMPAIGN GAMES 
of JACK O'ROSES o1ss2 
for play on Commodore 64/128 and Plus 4 
(5 1/4" disc. Specify if for Plus 4) 
$19.00 Each or $55.00 for all 3! 
THE RECENT UNPLEASANTNESS 


Individual control of 43 Confederate Divisions/149 
Bridges. Could you have turned back the Federal on- 
slaught? Don't re-fight the Civil War, declare your own! 


COMSOPAC : The Guadalcanal Campaign 


Engage the Imperial Japanese Navy in Ironbottom 
Sound, Lead air attacks on the “Tokyo Express” in “The 
Slot’, Be with the 1st Marines and American Division 
along the Tenaru. 


MALADAN THE INVADER 


You alone, Krysiga, have the political and military 
savvy to form the Alliance and lead into battle the legions 
of the nine fuedal Lords, Slam-bang medieval combat. 
Never play the same game twice. Packed with Historical fact. 
Send check or money order to: 

JACK O' ROSES 
P.O. BOX 144, MIDDLETOWN, PA 17057 
(717)944-5843 


(Commodareis areg.TMo! Commodore Business Machines, nc. who arenot 
responsible fornoy atfilated wth the application ofthis software ) 


Resources. 


Children are our greatest 
resource. The Boys & Girls Club 
provides them with a positive 
environment in which fo learn 
and grow. Make a coniribu- 
tion today, so they can make 
one tomorrow. 


qzQ 


BOYS & GIRLS CLUB 


G16 COMPUTE AUGUST 1992 


REVIEWS 


S.E.C, CHECK 
REGISTER 128 


My biggest complaint with Commodore 
computers is their slow loading time, 
but S.E.C. Check Register 128 over- 
comes that problem beautifully. Within 
five seconds of turning on my 128, the 
menu selection is on the screen. Less 
than a minute later, the program has 
loaded and is ready to go. 

This particular check register pro- 
gram is designed for small businesses, 
yet it will also keep your personal 
check register and files balanced and 
in order. With this program you'll be 
able to keep a current and accurate 
check register, print checks and regis- 
ter data, and maintain a recurring pay- 
ee file. Even with all these options, da- 
ta entry is fast and relatively easy. 

Check Register's main menu is exten- 
sive, but easy to use and understand. 
From there you can enter check infor- 
mation, record deposits and withdraw- 
als, check off transactions that have 
cleared the bank, print checks, load 
files, and perform numerous other func- 
tions. Most selections are made by 
pressing a function key. 

Each selection has its own menu, 
which allows you to carry out specific 
tasks easily. Any transaction can be ed- 
ited at any time, making the correction 
of errors hassle-free. You can edit and 
delete transactions, insert memos, and 
swap transactions. Check Register al- 
so allows you to format new data disks 
from within the program, a feature | 
appreciate in any software. 

Before setting up your business or 
personal checking files, it would be 
wise to browse through the sample 
files that come with the program. 
These are the files of a Mr. Jones, 
which include his check register, recur- 
ring payee file, and check format file. 
Read through these and experiment 
with the program's various functions to 
become familiar with them. 

Depending on how large your files 
are, entering your records can be time- 
consuming. This doesn't need to be 
done at one sitting, however; you can 
save your files and add to them or edit 
them at a later time. 

Check Register can do more than 
simply keep track of your checking ac- 
count; it can write checks as well. If 
your bank doesn't supply form-feed 
checks, you can order checks and oth- 
er computer forms from the address giv- 
en in the manual. 

A computer printout ruler, available 
in most office supply stores, will prove 


useful when setting up your check for- 
mat file. This ruler can help you deter- 
mine the exact spacing required for 
printing out your checks. Check Regis- 
ter is quite flexible, limited only by 
your printer and interface features. 

Check Register also offers the fea- 
ture of printing out reports, useful for 
tax or budgeting purposes. Your regis- 
ter data may be printed out by transac- 
tion and reference numbers, by refer- 
ence numbers and date, by date only, 
or by payee. 

Two other routines allow you to ad- 
dress large and small envelopes for re- 
curring payees with addresses on file. 
This saves you the trouble of switching 
to a program to print out labels or ad- 
dressing them by hand. 

The check register portion of the pro- 
gram is easy to use. The initial setup 
will be the most difficult part of using 
the program. One minor item to note: 
When first signing on, you're asked to 
enter the date in MMDDYY format. 
Don't put spaces between the num- 
bers; the program won't accept them. 

The second part of this program is 
the S.E.C. Financial Loan Consultant. 
There's no mention of this section in 
the manual. Although this part of the 
program is easy to use, a few words of 
guidance would've been appreciated. 

There are six parts to this section, 
with room for expansion. When you sup- 
ply financial information at the 
prompts, the program will determine 
the amount of your recurring loan pay- 
ment and the amount of the final pay- 
ment. It will also determine terms of a 
loan, the balance of a loan, and what 
the total cost would be to borrow an 
amount of money. It will also analyze 
the loan and provide amortization infor- 
mation. This feature can help you de- 
cide whether or not to buy a car or 
equipment for your business. 

I'd like to see two items improved in 
future releases. My first request would 
be for a bit more guidance in the man- 
ual; | like lots of detailed instruction. Al- 
though Check Register is a very easy 
program to use, there were a couple of 
times when | had to stop and decipher 
what was happening. My other sugges- 
tion would be to let the user alter the 
black and green screen colors. 

Otherwise, | consider this a well- 
thought-out program that can take 
some of the time-consuming burden 
out of running a small business or man- 
aging your personal checking account. 
CHERYL TURNEY 


Commodore 128 with 80-column monitor—$16 


SPARKS ELECTRONICS 
P.O. Box 475 
St. Joseph, MO 64504-0475 


Circle Reader Service Number 343 o 


PROGRAMMER’S PAGE 


Randy Thompson 


REAL 
PROGRAMMERS 
OWN 645 


Computing has changed in 
the last few years. It used to 
be that owning a computer 
meant learning about how it 
worked and how to program it. 
In fact, you couldn't even run 
a program without first getting 
acquainted with BASIC's 
LOAD and RUN commands. 

This isn’t true anymore. To- 
day's software boots automat- 
ically, and programming lan- 
guages such as BASIC are 
considered optional. The com- 
puter industry believes that 
the less you have to know 
about a computer the better. 
Beware this user-friendly atti- 
tude that ignorance is bliss. 

If you want to be a hot pro- 
grammer, learn how your com- 
puter works. Learn all you can. 
Learn its capabilities and its lim- 
itations. Most important, learn 
its hardware. Why? Because 
when you know this, you'll 
know what your computer can 
do and how to do it. 

Commodore 64 program- 
mers understand this. With a 
built-in BASIC that lacks com- 
mands even to change the 
screen's colors, 64 owners 
learn quickly what a hardware 
register is and where it's lo- 
cated in memory. For exam- 
ple, how many of you don't 
know the function of location 
53280? What about 53281 or 
54296? And what true Com- 
modore hacker doesn’t know 
what's stored in memory be- 
tween 1024-2023 or what im- 
portant value is kept in loca- 
tion 646? 

Those who program the 64 
don't care if their computer is 
considered crude by the rest 
of the industry. That's be- 
cause they realize that hack- 
ing the bare metal is what pro- 
gramming is all about. Experi- 
menting with the computer's 


operating system, interrupts, 
and video chips is what 
makes owning a computer so 
much fun. Sure, the 64 may be 
primitive compared to the Ami- 
ga, butit’s still one of the great- 
est machines around for the 
hobbyist. 

Today’s more powerful com- 
puters come with high-level lan- 
guages that take the work out 
of programming. Ironically, | be- 
lieve that programmers are los- 
ing their edge because of it. 
You no longer need to under- 
stand what binary is to display 
a bitmapped picture, or how 
your computer's DOS works to 
open a file, or where your vid- 
eo registers are located to dark- 
en your screen. Unfortunately, 
too many programmers aren't 
bothering to try. They're spend- 
ing more time learning about 
programming languages than 
learning about the computers 
they program on. 

| think you should under- 
stand your computer first. What- 
ever programming language 
you choose to learn is, for the 
most part, incidental. If you 
know how your computer oper- 
ates, you'll know the most effi- 
cient ways to control it, no mat- 
ter what language you select. 
High-level languages are 
good as long as you don't for- 
get the computers they're de- 
signed to control. 

There's also a trend toward 
writing generic, abstract 
code. This type of program- 
ming produces software that 
can be easily maintained and 
transferred to other comput- 
ers. This is fine (and crucial) 
for many business applica- 
tions. But these types of pro- 
grams are, by nature, bigger 
and slower than programs 
that have been written specifi- 
cally for one computer by a pro- 
grammer who takes advan- 
tage of what that machine has 
to offer. In my opinion, the 
best programs don't run on oth- 
er brands of computers with- 
out significant modifications to 


the programs’ codes. 

Whether you own a 64, 128, 
Amiga, or MS-DOS clone, it's 
your duty to understand the 
hardware you program. Let's 
Push these machines to the lim- 
it. After all, isn’t that what own- 
ing a computer is all about? 

Stepping down off my soap- 
box for a second, I'd like to 
make a request. |’m looking 
for some neat raster interrupt 
routines. I'd like to publish a col- 
umn of impressive raster vid- 
eo tricks. Such routines may 
display a multitude of sprites, 
change video modes on the 
fly, animate the screen’s bor- 
ders, or whatever else you can 
imagine. Your program 
should be as short as possible 
(certainly no larger than what 
can be listed on this page) 
and preferably submitted on 
disk. If possible, try to make 
your routine something that 
can be easily included in a BA- 
SIC program. This way, all 
programmers will be able to 
make use of your efforts. As 
usual, we'll pay you for any tip 
we publish. 

In the meantime, try running 
the following pseudo raster in- 
terrupt program on your 64. 
(Your 128 can run this, too, but 
the effect will be different). En- 
ter it exactly as shown here, 
with no spaces. Watch careful- 
ly. Enter a comma, a period, 
and 18 colons after the first 
POKES53280. Also, notice that 
there's no line number after 
the GOTO command. Sure, 
it's weird looking, but try it any- 
way. It might surprise you. 


0 POKES3280, 
POKES3280,7:GOTO 


“Programmer's Page’ is inter- 
ested in your programming 
tips and tricks. Send them to 
Programmer's Page, COM- 
PUTE’'s Gazette, 324 West 
Wendover Avenue, Suite 200, 
Greensboro, North Carolina 
27408. We pay $25-$50 for 
each tip we publish. 0 


leam how your’ 


computer works. Leam 


AUGUST 1992 COMPUTE 


G-17 


Build this simple 
interface, 

and you can use 
your 64's 

joystick port to 
control small 
electrical devices. 


G-18 


BEGINNER BASIC 


Larry Cotton 


MORE JOYSTICK 
OUTPUT 


Last month we saw how to use 
a joystick port as a miniature 
user port. With a short BASIC 
program, we controlled an 
LED connected to a joystick ca- 
ble. Now let's expand on that 
idea so that we may control a 
small electrical device. To do 
this, we'll build an interface on 
a Radio Shack IC breadboard 
that will connect the 64 and 
the device. The interface will 
use the fire button wire to con- 
trol a small relay. 


WARNING: You must be 
thoroughly familiar with elec- 
tronic construction techniques 
and associated safety precau- 
tions before attempting this pro- 
ject. The relay must switch on- 
ly small electrical circuits op- 
erating on voltages safe to han- 
dle. In no case should 
switched currents exceed 1 
amp (1000 milliamperes). Use 
adequate-sized wiring from 
the relay to your appliance, or 
use several wires in parallel. 
Carefully follow these step-by- 
step instructions based on the 
parts list printed at the bottom 
of the page. Also, refer to the 
accompanying diagram. 


1. Of the five relay leads, 
bend the three thick ones toa 
horizontal position. The center 
lead at one end of the relay is 


COMPUTE AUGUST 1992 


the common contact; the oth- 
er two are the normally open 
(NO) and normally closed 
(NC) contacts. 


2. Make three small inverted- 
U loops of bare connecting 
wire approximately one-half 
inch long. Use these to con- 
nect the three main relay 
switching contacts to the cir- 
cuit board. 


3. Solder the tops of the invert- 
ed-U loops to the three main 
relay leads, with the six short 
(one-fourth inch) leads point- 
ing down. 


4. Plug all six leads into the cir- 
cuit board so that the common 
contact is in one group of sock- 
et holes and the normally open/ 
normally closed contacts are 
in another. (The two groups of 
holes are electrically divided 
by the channel that runs down 
the middle.) Ensure that the 
two small coil contacts under 
the relay are plugged into the 
same group of holes as the 
common switching contact. 
Make sure that any wire or 
wires running from the relay 
contacts to your electrical de- 
vice are of adequate size to 
handle the associated current. 


5. Solder short pieces of con- 
necting wire to the nine-volt bat- 
tery connector; plug them into 
the two outside rows of holes 
on the board carefully noting 


“AS 16 


polarity. Don't connect the bat- 
tery yet. 


6. Plug in the transistor with 
the flat face as shown in the di- 
agram printed above. 


7. Connect the diode from the 
transistor to the positive edge 
of the board. The band on the 
diode should be toward the 
positive terminal. 


8. Connect the resistor be- 
tween the transistor and an un- 
used row of holes. 


9. Connect wires from the tran- 
sistor and the positive edge of 
the board to the two hidden re- 
lay coil leads. 


10. Connect a short jumper 
from the transistor to the neg- 
ative edge of the board. 


This completes the construc- 
tion of the interface. Now run 
last month's program and 
make sure that the LED still 
flashes. Turn off the computer 
and unplug the joystick cable 
from the computer. Remove 
the LED; plug the orange, 
black, and brown wires into 
the circuit board as shown; 
and then enter this program. 


PRINT" {CLR}" 
PRINT"{2 DOWN} PLUG 
CABLE INTO PORT 1 
{DOWN} 

NT=400:FT=400:B=3: 
REM ON TIME, OFF T 
IME AND NUMBER OF 
{SPACE }BLINKS 
IFPEEK (56321) =255T 

HEN4G 

POKE56323,17 

POKE56321,16: PRINT 

"ON" 

FORT=1TONT: NEXT 

POKE56321,0:PRINT" 

OFF" 

FORT=1LTOFT: NEXT 
IFPEEK (56321) =238 
THEN126 
GOTO6G 
POKE198,6 
POKE56323,0 


DM 26 


HH 38 


BS 46 


QP 50 
cs 66 


EH 76 
RK 86 


MD 96 
CM 166 


CP 116 
PX 126 
QB 136 


Connect the nine-volt bat- 
tery and run the program. At 


the prompt, plug the joystick cable into port 1. The relay 
should now start clicking regularly. Its contacts are 
alternately opening and closing, with their status printed 
on the computer screen. Note that the keyboard won't re- 
spond as long as the joystick cable is plugged in. 

Now unplug the cable. The program ends, the relay 
stops clicking, and the keyboard again responds normal- 
ly. Disconnect the battery. If you are experiencing any prob- 
lems at this point and your circuit isn't performing as de- 
scribed, check your wiring carefully and make sure you 
have a good battery. 

Use the common contact and either the normally open 
or the normally closed contact of the relay to switch a 
small electrical device. Observe the precautions stated 
above. Always use electrical tape or shrink tubing to in- 
sulate live leads from each other, yourself, and others. 

Of course, this project only hints at your computer's 
potential for controlling electrical devices. The two basic 
categories of devices which can be controlled are those 
which need sophisticated timing and those which sense 
external events. By modifying the program and adding 
more interfaces, up to five circuits can be controlled inde- 
pendently from one joystick port. 

In the first category, your computer can control devic- 
es such as solenoids. Timing can be implemented by us- 
ing either the TI function (the most accurate) or by using 
FOR-NEXT loops. | had fun building a model of a “‘drum- 
mer boy” which uses low-voltage relays and small sole- 
noids to control its drumsticks. By paying careful atten- 
tion to its construction, | was able to make the model look 
realistic. With a few changes in the program, | was able 
to make his marching drum patterns varied and sound 
even more authentic. 

In the second category, the computer can sense vari- 
ous parameters of the environment. The other joystick (or 
user) port could be connected to sensors which detect 
electrical resistance changes or on/off signals. Resistance 
can vary by light with photoresistor cells or by heat with 
a thermistor. It can also be changed manually by using 
a potentiometer, such as that found in computer paddles. 
By using your imagination and a little knowledge of elec- 
tronics, you can have your 64 controlling any number of 
sophisticated appliances and gadgets. 

The following list of parts has Radio Shack stock num- 
bers listed as a convenience. Similar items should be avail- 
able at any well-stocked electronics store for less than $20. 


PARTS LIST 

© Circuit board, RS 276-175 

© 2A SPDT nine-volt coil relay, RS 275-005 
¢ MPS2222A transistor, RS 276-2009 

¢ 1N914 diode, RS 276-1122 

© 1000-ohm resistor, RS 271-023 

¢ Nine-volt battery connector, RS 270-325 
* Nine-volt battery 

¢ Joystick cable 

¢ 24-gauge solid wire 

¢ Electrical tape or shrink tubing for exposed wires a 


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AUGUST 1992 COMPUTE G-19 


G-20 


Modifying a 
thousand distinct 
character 
positions calls for 
machine 
language speed. 


MACHINE LANGUAGE 


Jim Butterfield 


SCREEN EFFECTS 


When a program is doing a 
great deal of computation, it 
may step the border color to 
indicate that the computer is 
active. Machine language pro- 
grams can do this with a sin- 
gle instruction: INC $D020. 
Since this instruction doesn't 
affect the A, X, or Y registers, 
it's easy to slip it into a pro- 
gram loop. It'll produce a daz- 
zling color display. 

The address shown above 
produces a whole-screen ef- 
fect by means of a single data 
store to memory. Sometimes, 
however, we have good rea- 
son to go after the individual 
characters on the screen. Mod- 
ifying a thousand distinct char- 
acter positions in a reasona- 
ble amount of time calls for 
machine language speed. 

The character cells of the 
64's screen can be refer- 
enced directly. Each charac- 
ter occupies a byte of memo- 
ry. Screen memory usually 
starts at address $0400 (deci- 
mal 1024), with the last byte at 
$07E7 (decimal 2023). There 
are also 1000 color nybble lo- 
cations starting at $D800 (dec- 
imal 55296). If we wish to per- 
form screen work without flick- 
er, it's best to wait until retrace 
time. The video screen is “paint- 
ed” 60 times a second (50 in 
Europe). After drawing the 
screen, the video beam 
moves back to the top, or re- 
traces. That's the moment 
we've been waiting for. Our pro- 
gram may then go to work with- 
out screen jitter. The action 
must be performed quickly, 
but machine language is fast 
enough for the job. 

Our program is called 
Wipe, and it'll run through the 
screen 40 times. Each time it'll 
reverse one column of screen 
data. The effect is that of a vid- 
eo wipe effect, moving from 
left to right. 

The 40 separate runs are 
counted in the Y register. The 


COMPUTE AUGUST 1992 


contents of Y also serve to 
specify the column to be mod- 
ified on each pass. 


2000 AO 00 LDY #$00 
2002... 

202F C8 INY 

2030 CO 28 CPY #$28 
2032 DO CE BNE $2002 
2034 60 RTS 


Within each pass of the loop, 
we wait until screen retrace 
takes place. This serves two 
purposes: It keeps the 
screen free from flicker and 
slows down the wipe effect so 
that it looks better. To check 
for retrace, watch the two high- 
est bits of location $D011; 
when its value goes down, 
we know that the screen has 
just begun to retrace. 


2002 AD 11 
2005 29 CO 
2007 CD 08 
200A 8D 08 
200D BO F3 


DO LDA $0011 
AND #$CO 
21 CMP $2108 
21 STA $2108 
BCS $2002 


Note that there’s an instruc- 
tion sandwiched between the 
test (CMP for CoMPare) and 
the Branch (BCS for Branch 
Carry Set). This STA instruc- 
tion doesn't affect the flags 
produced by CMP. 

AS our program goes 
down the screen a line ata 
time, it sets the top-of-screen 
address, $0400, into the indi- 
rect address at $FC and $FD. 
After each line has been han- 
dled, the program adds 40 to 
this address, moving to the 
next line. Before looping, the 
program tests the address to 
see if it's reached the end of 
the screen address area. 


200F A2 04 LDX #$04 
2011 AS 00 LDA #$00 

; Store a screen line pointer in FC/ 
FD 

2013 86 FD 
2015 85 FC 


STX $FD 
STA $FC 


: move to next screen line (add 40 
to FC/FD) 


201D AG FD LDX $FD 

201F AS FC LDA $FC 

2021 18 CLC 

2022 69 28 ADC #$28 
2024 90 01 BCC $2027 
2026 E8 INX 


; compare pointer to end-of- 
screen 


2027 E0 07 CPX #$07 
2029 90 £8 BCC $2013 
202B C9 £8 CMP #$E8 
202D 90 £4 BCC $2013 


The code for the innermost 
loop is quite simple. The start- 
of-line has been stored in in- 
direct address FC/FD; the col- 
umn to be modified is in Y. To 
reverse the character, use the 
EOR (Exclusive OR) instruc- 
tion to flip the high-order bit. 


2017 B1 FC LDA (SFC),Y 
2019 49 80 EOR #$80 
201B 91 FC STA ($FC),Y 


That's the whole machine lan- 
guage program. To put the 
program into a more conven- 
ient form for BASIC entry, 
a complete demonstration 
called Screen Wipe is sup- 
plied below. 


BD 168 DATA 166,6,173,17 
7208,41,192,205,8 
,33,141,8,33,176, 
243 

DATA 162,4,169,0, 
134,253,133,252,1 
77,252,73,128,145 
1252 

DATA 166,253,165, 
252,24,105,40,144 
munes2 

DATA 224,7,144,23 
2,201,232,144,228 
,206,192,40,208,2 
96,96 

FOR J=8192 TO 824 
4 

READ X 

T=T+X 

POKE J,X 

NEXT J 

IF T<>7508 THEN S 
TOP 
PRINT 
EI" 
SYS 8192 

FOR J=1 TO 1600:N 
EXT J 

SYS 8192 


BQ 118 


JE 126 


136 


206 


216 
226 
230 
246 
256 
308 "SCREEN WIP 
310 
326 


336 
a 


WORLD VIEW 


Steve Jarratt 


VIEW FROM 
THE U.K. 


Few (if any) utilities are now re- 
leased for the 64 in the U.K., 
so serious users look else- 
where for their software, Here 
are some sources. 

A useful contact for hard- 
ened keypunchers is the Inde- 
pendent Commodore Prod- 
ucts User Group. If you want 
more from your 64 than just a 
high score, write to Jack Co- 
hen at ICPUG, P.O. Box 1309, 
London N3 2UT. For a fee of 
under $30, you get a bimonth- 
ly magazine, contact with oth- 
er like-minded 64 users, and 
access to a massive library of 
public domain software. 

Alternatively, you could try 
FSSL Computer Software, 
which stocks everything from 
video digitizers to GEOS-com- 
patible programs—all for the 
64. | don’t have the address, 
but from the U.S., pick up the 
phone and dial 011 44 386- 
553153. (Remember the time 
difference!) Ask for its cata- 
logue and then gasp in awe at 
its amazing range of periph- 
erals and utilities. 

Even though the 64 is a low- 
ly 8-bit machine, that doesn’t 
mean that you can't teach the 
old dog some new tricks. The 
most recent acquisition on the 
serious side of 64 software is 
Intro, a starter pack for electron- 
ic musicians. If you possess a 
MIDI-compatible synthesizer 
but have fingers like a gorilla, 
this sequencing software lets 
you use the 64 as an interface 
between you and the synthesiz- 
er's brain. Basically, it's like a 
word processor for music. 

The package includes a 
hardware MIDI interface with 
a MIDI-In and two MIDI-Out 
ports, two five-foot MIDI ca- 
bles, and version 2 of Dr. T’s 
Keyboard Controlled Se- 
quencer on disk. It's all good 
stuff, but then for around $250 
(U.K. prices) it ought to be. 


While the pack is ostensibly 
aimed at beginners, its user- 
friendliness is on a par with 
that of a four-year-old Dober- 
man called Adolf. If you're not 
daunted by its alphanumerical 
tables and machine language— 
like instructions, then you're ob- 
viously from the planet Zog. 
The kit, however, is very pow- 
erful and covers an extensive 
range of editing and sequenc- 
ing functions. | won't give you 
that bull about its making you 
the next Rick Wakeman (aged 
hippy keyboarder), but at 
least it'll keep you off the 
streets or give your joystick a 
rest. Intro is already available 
in the U.S., so if you're interest- 
ed, write to Dr. T's Music Soft- 
ware, 100 Crescent Road, 
Needham, Massachusetts 
02194 or call (617) 455-1454. 

That’s one for the musi- 
cians, so what about one for 
the artists? Well, there are 
enough paint packages 
around for the 64, but what 
about trying to create your 
own 3-D environment? Do- 
mark's 3-D Construction Kit en- 
ables you to do just that. 

Using the Freescape 3-D 
modeling system pioneered 
by Incentive Software, this kit 
allows the user to build hous- 
es, rooms, spaceships—even 
small worlds—given enough 
time and patience. Once the 
modeling is finished, you can 
move around your construc- 
tion and examine it in 3-D 
space. (| refuse to use any- 
thing as pretentious as virtual 
reality.) 

There are special functions 
included that enable you to dic- 
tate what happens under cer- 
tain criteria. For instance, you 
can fire a laser beam at a 
block, causing it to disappear, 
Move sideways, or fall on top 
of your 3-D character! These 
functions are there as the foun- 
dation stones of puzzles, and 
while the kit is primarily de- 
signed as an interactive game- 
making package, the more 


ingenious modelers can in- 
dulge in all sorts of CAD- 
based diversions. 

The 3-D Construction Kit, 
which includes a tutorial vid- 
€0, costs about $40 and can 
be obtained from Domark, Fer- 
ty House, 51-57 Lacy Road, 
London SW15 1PR. 

One of the treats of being in 
touch with so many 64 users 
is the constant influx of de- 
mos. I'm not sure if this phe- 
nomenon is as big in the 
States, but in Europe there are 
hundreds of small bands of 
coders who like nothing more 
than making the 64 do things 
it was never designed to do. 

These punk programmers 
push the beige box to its limit, 
producing visual and audial 
extravaganzas. Demo teams 
can create dozens of sprites 
on screen, rapid 3-D vector 
graphics, full-screen images 
without borders, pictures with 
more than three colors per 
character block, crisp sam- 
pled tunes, and clever raster 
line tricks. Sometimes it's diffi- 
cult to believe that the 64 is re- 
sponsible for such feats of com- 
puting prowess! 

There are thousands of 
such demos in British PD librar- 
ies, but be warned: Since Amer- 
ica's television system and 
electricity differ from Europe's, 
some demos won't work. For 
instance, it’s a lot more difficult 
to put sprites in the border on 
a U.S. 64 because of the 
screen timing. For those that 
do work, however, it's well 
worth the cost of the airmail. 
You'll make your 64 sing and 
dance like never before. 

Try dropping these guys in 
England a note: Binary Zone, 
153 Farriers Corner, Wes- 
tlands, Droitwich, Worcester- 
shire WR9 9EX; Kingsway Com- 
puter Services, 72 Glencoe 
Road, Sheffield; Phoenix, 64 
Plumberow, Basildon, Essex; 
and Silver Wing Software, 185 
Callowbrook Lane, Rubery, 
Birmingham B45 9TG. ia] 


Serious products 
and exciting 

new demo progra 
are still available 
for the 64 in Engl: 
Here are some 
sources for both. 


AUGUST 1992 COMPUTE 


G-21 


Here's a look at 
a variety of old 


and new products 


and services 


of interest to GEOS 


G-22 


users. 


GEOS 


ee a ET] 


Steve Vander Ark 


GEOS GRAB BAG 


Well, it’s been a year now 
since | first wrote this column. 
Over the past 11 months—re- 
member that little “hiccup” in 
April?—I've covered a lot of 
GEOS ground. I've also heard 
from many of you, either via 
the U.S. Snail Mail or E-mail on 
QuantumLink. It's been interest- 
ing, to say the least. 

A lot of the mail lately has 
been in response to the De- 
cember column, in which | dis- 
cussed Susan Lamb's geo- 
Store. Susan has been unable 
to make a go of geoStore, un- 
fortunately, and as a result 
hasn't been answering the 
many requests she's received 
for a catalog. It's always sad 
to see this kind of thing hap- 
pen, especially since it 
means that most of you will nev- 
er get to see any of Susan's 
excellent graphics. 

If you're in the market for ex- 
ceptionally high-quality clip art 
for GEOS, however, there's 
another place to turn. The 
folks who run a company 
called DigiClips (1401-7235 
Salisbury Avenue, Burnaby, 
British Columbia, Canada VSE 
4E6) have been proving them- 
selves lately on Q-Link, where 
they go by the name Fasung 
Jai. These guys are dedicated 
to the Commodore computer; 
they pledge to support GEOS 
until their equipment melts 
down. They've been backing 
up their promise with exception- 
ally high-quality clip art upload- 
ed to Q-Link. Their work in- 
cludes line art, such as you'll 
find on a Newsroom disk, and 
highly detailed gray-scale im- 
ages. Their graphics are 
some of the best I've seen for 
the Commodore, easily on a 
par with the kind of art files 
you'd find in a Mac or IBM 
package. Q-Link’s libraries 
have a nice selection of Di- 
giClips files available. 

This brings up the subject 
of uploading and download- 


COMPUTE AUGUST 1992 


ing files for GEOS, which is the 
best way to get the new utili- 
ties, graphics, fonts, and so 
on that come from other 
GEOS users. (It's also about 
the only way!) A new utility re- 
cently made available on Q- 
Link called geoPack (filename 
GEOPACK, uploaded by Pe- 
terMC3) lets you not only con- 
vert files back and forth be- 
tween GEOS and standard 
Commodore formats, which is 
essential for any transfer of 
GEOS files via modem, but al- 
so archive (combine into one 
large file) groups of files for eas- 
ier transfer. GeoPack does all 
this from within GEOS itself, 
which is a treat for people like 
me who hate to leave GEOS 
and stumble around, typing in 
clumsy DOS commands. 

A lot of you have written to 
ask where you can find all 
these great GEOS files | talk 
about if you don't happen to 
be a Q-Link user. Last year, | 
published a phone number of 
a BBS in Grand Rapids, Mich- 
igan (where | live), that had an 
extensive GEOS file section. 
Unfortunately, the sysop of 
that board has decided to no 
longer support GEOS, so I've 
had to switch my allegiance to 
another local BBS. This 
board, Rogue River BBS, is 
one of the longest-running 
BBSs in the area. It's running 
on an Amiga, but the sysop, 
Jim Foley, cheerfully supports 
our local Commodore users 
group and has agreed to let 
me print his number. I'll be 
uploading to his board all of 
the public domain and share- 
ware files that I've mentioned 
in my columns. Now, any 
GEOS fan can download 
them for the price of the long- 
distance call. The sysop as- 
sures me that you should 
have no trouble downloading 
on the first call since his BBS 
has no ratios or file points. 
Rogue River BBS can be 
reached 24 hours a day at 
(616) 361-8267. 


Several other new products 
have been showing up in de- 
mo form on Q-Link. (Demo 
form means that all the fea- 
tures of the programs are not 
enabled, but users have a 
chance to sample before buy- 
ing.) One eagerly awaited pro- 
gram is geoCanvas, a new 
paint program that allows you 
to open several windows on 
one or more documents. 

GeoCanvas features many 
excellent drawing tools for cre- 
ating high-resolution bitmaps, 
including some not available 
in geoPaint. As of this writing, 
geoCanvas is in Beta testing 
and is available to the public 
in demo form only. 

Dave Ferguson, whose 
Dweezil Disks are a must for 
any GEOS user, has recently 
released Dweezil Label, a la- 
bel-making program for 
GEOS. A new version of his 
popular geoStamp program, 
called GeoSTAMPbig, is also 
available. This new version 
will allow stamps that are four 
times the size of the old 
stamps. The stamp file-han- 
dling routines have been im- 
proved to make it a cinch to 
move through your collections 
and choose a stamp. Each of 
these great programs is avail- 
able on Q-Link in demo form. 
You can order the Dweezil 
Disks direct from Quincy Soft- 
ware, 9479 East Whitmore Av- 
enue, Hughson, California 
95326-9745. Disk 1 ($17.95) 
features NewTools, and Disk 
2 ($15.95) includes UltiPatt, 
the ultimate pattern editor. 
While you're at it, send Dave 
$4.00 for his GeoPublish Com- 
pendium, a ten-page booklet 
with supplemental sheets tell- 
ing you everything you need 
to laser-print documents from 
GEOS, even if you don’t own 
a laser printer. 

Send your GEOS-related 
questions to Steve Vander Ark 
in care of COMPUTE. He can 
also be reached on Quantum- 
Link as SteveV 14. a 


The Gazette 
Productivity 9 


Manager : 
g a 


(Formerly PowerPak) 
se 
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ORDER YOUR 
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GemCalc 64 & 128— 

A complete, powerful, user- 

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the features you’d expect 
in an expensive commercial package 
(separate 64 and 128 versions are included). 
Most commands can be performed with a single keypress! 


Memo Card—Unleashes the power of a full-blown 
database without the fuss! Nothing’s easier—it’s a 
truly simple computerized address file. Just type in 
your data on any one of the index cards. Need to edit? 


Just use the standard Commodore editing keys. (MasterCard and Visa accepted on orders with subtotal over $20). 
Finished? Just save the data to floppy. What could be = js 
easier? Oo YES! Please send me __ Productivity Manager disk(s) 


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can plan for your children’s education and know 
exactly how much it will cost and how much you need 
to save every month to reach your goal. Or, decide 
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Compute the answer at the click of a key! 


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Body language is 
like a true 
confession of what's 
really going on 

in the leamer’s mind. 


G-24 


D'IVERSIONS 


Fred D'lgnazio 


A SWARM OF 
NAKED PUPPIES 


Have you ever thought of the 
contrast between the way you 
learn now and the way you 
learned as a child? 

Recently, I've been an ob- 
server of two laboratories of 
learning: one in a high school 
and one here in my study. In 
the high school, | watch teach- 
ers learning on computers. At 
home, | watch two toddlers— 
Laura, 3, and Tommy, 2%— 
also learning on computers. 

The contrast in their learn- 
ing styles couldn't be more dra- 
matic. And it’s all in their body 
language. Body language is 
like a true confession of 
what's really going on in the 
learner's mind. 

The teachers enter the com- 
puter lab at the high school in 
tight little clusters. They joke 
nervously and loudly, and 
they immediately ask where 
the rest rooms are and how 
soon they can have their first 
coffee break. When they sit at 
the computers, they push 
their chairs as far away from 
the tables as possible, some- 
times so far that it's impossible 
to reach the computer keys. 

Once the class begins, the 
teachers are supposed to be- 
gin team projects that encour- 
age them to get up and move 
about. However, most teach- 
ers stay glued to their chairs, 
as if to say, “This is where we 
are supposed to learn. We are 
the audience; you are the per- 
former. You jump up and 
down and be interesting, and 
we'll stay seated.” 

Tommy and Laura enter the 
study in a slightly different man- 
ner, more like shock troops, 
gangbusters, and tornadoes! 
By the time they get to the 
study, they have managed to 
lose most or all of their cloth- 
ing and have become “naked 
puppies.” And these puppies 
don’t just mosey into the 


COMPUTE AUGUST 1992 


study—they swarm, they gal- 
lop, and they stampede! They 
bang open the study door; at- 
tack both of the computers by 
immediately pressing all the 
keys and jerking the poor little 
computer mice this way and 
that; and all the while giggle, 
shout, and jump around. And 
they never sit down! 

The computers are usually 
in “sleep” mode when the pup- 
pies arrive. Their screens are 
lit up with little fishbowls or 
scenes of sleepy cityscapes. 
“Wake up, computer!” Laura 
yells, as she clicks the mouse 
and knock-knock-knocks on 
the computer screen. 

“L-M-N-O-Z!" shouts Tom- 
my, as he simultaneously press- 
es 11 keys, using both his 
hands and his forehead. 

Puppies swarm around the 
computers, and they love to 
print. They print immediately. 
They print constantly. They 
both know the key combina- 
tions to crank up the printer, 
and within a moment after 
they've entered the study, the 
printer starts spitting out pic- 
tures of crabs, cats, moons, 
and unicorns on skateboards. 

As the puppies’ teacher, | 
try to maintain a semblance of 
order in the classroom and 
break up fights. But, overall, 
the puppies get along pretty 
well, and | never have to re- 
mind them to stay on task. 

What is their task? As their 
teacher, | try to lead them 
through their early learning pro- 
grams, beginning at the begin- 
ning of the manuals and work- 
ing toward the end. For some 
reason, this isn’t the way pup- 
pies learn. While I'm still at the 
beginning of a manual, Laura 
is somehow in the icon-edit sec- 
tion of chapter 33, zooming in 
on icons, painting red hair on 
the sun (See, Daddy. It’s a 
happy face!”), and drawing 
legs on a pine tree. Mean- 
while, Tommy is supposed to 
be using a music program, 
but he’s found a key combina- 


tion that turns the musical key- 
board into a talking parrot. A 
moment later, he and Laura 
are talking into the computer 
microphone, trading insults 
with the parrot. 

The teachers in the high- 
school lab spend six hours in 
a workshop, trying to learn 
more like naked puppies 
learn. And the miracle is that 
they succeed. Sometimes it 
takes the entire sixhours, some- 
times not. By the time they 
leave the lab, they, too, are 
swarming over the machines, 
talking, laughing, pressing but- 
tons a mile a minute, making 
mistakes, and doing crazy, un- 
predictable, wonderful things. 

Their body language tells 
all. As they transform from au- 
dience to performers, the 
teachers begin standing, walk- 
ing, crouching, and crawling 
under tables, examining wires 
and cables. They carry a vid- 
eo camera up onto a table 
and shoot the classroom from 
a lofty angle, or they fall to the 
floor and adopt a toddler's eye 
view. As they begin to imitate 
my two little puppies, their ex- 
citement goes up, their enthu- 
siasm goes up, and their 
noise goes up. And their learn- 
ing. And their self-confidence. 
And their self-esteem. And 
their independence from their 
teacher. 

| like adults who act like pup- 
pies. At the end of a long, ex- 
hausting workshop day, if | 
have a room full of big pup- 
pies (all with their clothes on, 
thank goodness!), | consider 
the workshop a success. And 
the teachers do, too. In fact, at 
this point, they don’t care a bit 
what | think. They're too busy 
running around the room with 
video cameras, microphones, 
magic markers, and colored 
construction paper, working 
on projects galore. They're too 
busy to notice whether they 
even have an instructor. 

That's when | know I've 
been a good teacher. a 


_ PROGRAMS 


SUPERWINDOWS 


By Cameron Kaiser 

A problem with most computers is that 
your work is limited to one screen. That 
is, you have to deal either in text only or 
graphics only. Some programs offer dou- 
ble screens, but, invariably, one is too 
large and one is too small. Or they won't 
act like you want them to. In most cases, 
they're just a hassle, On the 64, the only 
way to circumvent this one-screen rule is 
through raster interrupts, but who wants 
to do all that work? With SuperWindows, 
you might not have to. 

SuperWindows is a patch that forks in- 
to your VIC chip, giving you three 
screens instead of one. Each screen car- 
ries its own attributes, its own back- 
ground color, its own screen memory (if 
you want it), and its own screen mode 
(the screens handle hi-res, too). Each 
screen can also be shrunk and enlarged 
to fit your program's needs. 


Entering the Program 

SuperWindows consists of two pro- 
grams, Windowboot and Windows. Win- 
dowboot is written entirely in BASIC. To 
help avoid typing errors, enter it with 
The Automatic Proofreader; see “Typ- 
ing Aids" elsewhere in this section. 
When you've finished entering this 
short boot program, save it to disk be- 
fore exiting Proofreader. 

The main program, Windows, is writ- 
ten in machine language. To enter it, 
use MLX, our machine language entry 
program; again, see “Typing Aids.” 
When MLX prompts, respond with the 
following. 


Starting address: C000 
Ending address: C10F 


Be sure to save a program copy with 
the filename WINDOWS, because this 
is the name the boot program expects 
to load. 

For some ideas on how to use Super- 
Windows effectively, examine Windows 
Demo. By following this demonstration 
program closely, you can discover 
many of the more extraordinary fea- 
tures of SuperWindows. It's written en- 
tirely in BASIC. Once again, enter it 
with The Automatic Proofreader to 
help avoid typing errors. Save it and 
Windows on the same disk. 


Running the Program 

To get SuperWindows up and running, 
run Windowboot. It loads and executes 
the main program and then returns you 
to BASIC. Four SYS codes control Su- 
perWindows. SYS 49170 turns it on. 

SYS 49346,SM,MP.MB,SPSC,EW is 
the syntax for editing Window 1. SMis 
screen mode, the value normally going 
into location 53265. For text this value 
is 27; for hi-res, the value is 59. 

MP is memory pointer, the value nor- 
mally going into location 53272. Usual- 
ly this value is 21 or 23. 

MB is memory block, the value nor- 
mally going into location 56576. Usual- 
ly this value is 151. 

SP is screen page, the value normal- 
ly going into location 648. Usually this 
value is 4, 

SC is screen color, the value normal- 
ly going into location 53281. Set this val- 
ue to whatever color you wish (0-15). 

EWis end of window. For Window 1, 
the default value is 100. Any value 
less than 49 will go offscreen. Conflicts 
will result if the value exceeds the end 
of Window 2's value. Press Run/Stop- 
Restore if you have problems. 


Window 2 

SYS 49306,SM,MPMB,SP,SC,EW is 
the syntax for editing Window 2. Note 
that the SYS code is less than that for 
Window 1. Watch out! The codes work 
the same as those in Window 1, with 
the exception that the default value for 
end of window is 192. Again, any val- 
ue less than 49 will go offscreen and 
probably conflict with Window 1. Also, 
the end of window value for Window 2 
mustn't exceed that of Window 3. 


Window 3 
SYS 49383,SM,MPMB,SP.SC,EW is 
the syntax for editing Window 3. The de- 
fault value for end of window is 255. 
Again, the end of window value 
should be greater than 49. It doesn’t 
matter if the end of window value 
doesn't cover all the screen; Window 1 
will wrap around to fill in the rest. 
Should you need to turn SuperWin- 
dows off, simply press Run/Stop-Re- 
store. The values for the window para- 
meters can be 0-65535; however, the 
high byte of the values provided, if 
any, will be stripped off. 

One warning: Never use the disk 


drive while SuperWindows is active, Dis- 
able SuperWindows first, or disk dam- 
age could result. 


WINDOWBOOT 


CP 1 REM COPYRIGHT 1992 ~ COMP 
UTE PUBLICATIONS INTL LTD 
- ALL RIGHTS RESERVED 
FH 5 IFA=@THENA=1:LOAD"WINDOWS 
",8,1 
SYS49176:SYS49346,27,23, 
151,4,6,160:SYS49308,27, 
23,151,4,6,192 
SYS49383,27,23,151,4,6,2 
55: PRINT" {CLR}SUPERWINDO 
WS3.2 ENABLED" 
PRINT"DO NOT USE DISK DR 
IVE WHILE ONLINE"; :NEW 


WINDOWS 


COGG:65 GB GB BB GB BH BB BB 81 
COG8:8G BO BB BB BG BB BB BB 89 
CG@16:8E CO 78 A9 7F 8D BD, DC DB 
CG18:A9 G1 8D 1A DG AY G3 85 BA 
CG26:62 A9 1B 8D 11 D® AD 7C EC 
C628:CH 8D 12 DB AI 38 BD 14 1A 
C636:63 AI CO 8D 15 G3 58 6G 54 
C@38:AD 19 D@ 8D 19 DB 29 G1 29 
CO4G:FG 19 C6 G2 10 G4 AD G2 SF 
C@48:85 82 A6 62 BD 7F CO 8D FC 

3 D@ BD 82 CG 8D 18 DG AB 
85 C@ 8D 86 DD BD 88 86 
8D 88 62 BD 8B CO 8D G2 
D@ BD 7C CO 8D 12 DO 5F 
FO 06 68 A8 68 AA 68 SF 
4C 31 EA 5A 38 61 1B D2 
1B 17 17 17 97 97 97 88 
G4 G4 G4 G3 G6 BB GB FD 
C696:2G FD AE 26 9E AD 26 F7 5D 
C698:B7 A5 14 66 26 96 CG 8D 3A 
CGOAG:7F CB 28 99 CO 8D 82 CO 21 
CGA8:20 96 CO 8D 85 CO 26 9G 4F 
C@BG:CG 8D 88 CB 28 98 CO 8D 65 
C@B8:8B CO EA 20 98 C@ 8D 7C AE 
C@CG:CB 66 26 96 CH 8D 8G CB C5 
C6C8:28 99 CB 8D 83 CH 2G 96 SF 
C@DG:CG 8D 86 CB 26 96 CB 8D 45 
C6D8:89 CO 26 99 CH 8D 8C CB 72 
CGEG:29 99 CO 8D 7D CH 6G 26 57 
CGE8:98 CO 8D 81 CH 26 99 CB 15 
COFG:8D 84 CO 28 96 CH 8D 87 YE 
COF8:CG 2G 96 CB 8D BA CB 26 39 
C16G:98 CG 8D 8D CH 28 98 CB EE 
C168:8D 7E C@ 6G 9E 9E BE BE BB 


FX 10 


QD 26 


HB 30 


WINDOWS DEMO 


FX 1 IFPEEK(4917G) <>12@THENLOA 
D"WINDOWS",8,1 

XE 10 PRINT"{CLR}{BLK}{N}{H}"; 
:SYS49176:SYS49346,27,23 
7151,4,3,100:POKE8@8, 237 
SYS49308,27,23,151,4,14, 
192:SYS49383,27,23,151,4 
71,255: POKE53286,14 

CM 36 PRINT" {HOME}{3 DOWN}"TAB 


AUGUST 1992 COMPUTE G-25 


MK 26 


PROGRAMS 


GA 


JM 


JX 


MA 


CH 


QB 
QE 


PB 


ER 


KB 


DD 


KS 


EX 


FM 
GH 
GD 


EK 


RD 


RA 


BR 


RS 


BA 


DF 


HK 


QB 


QJ 
AJ 


G-26 


46 


58 
65 


76 


8G 


96 
166 


116 


126 


136 


146 


156 
168 


176 
186 
182 
196 


206 


216 


226 


236 


246 


256 


252 


253 


254 
268 


(14) "SUPERWINDOWS" 
PRINT"{7 DOWN}"TAB (6) "CO 
PYRIGHT 1992 COMPUTE INT 
pM == 
PRINTTAB (10) "ALL RIGHTS 
{SPACE}RESERVED." 
PRINT"{8 DOWN}"TAB(6) "PR 
OGRAMMED BY CAMERON KAIS 
ER" 
FORX=8192T01624G:POKEX,@ 
NEXT 
POKE5328G,15:SYS49346,27 
723,151,4,15,106:SYS493G 
8,27,23,151,4,15,192 
SYS49383,27,23,151,4,15, 
255 
POKE53280,12:SYS49346,2 
7,23,151,4,12,100:SYS49 
308,27,23,151,4,12,192 
SYS49383,27,23,151,4,12 
7255 
POKE53280,11:SY¥S49346,2 
7,23,151,4,11,168:SYS49 
368,27,23,151,4,11,192 
SYS49383,27,23,151,4,11 
7255 
POKE53280,0:SYS49346,27 
123,151,4,9,100:SYS4936 
8,27,23,151,4,0,192 
SY¥S49383,27,23,151,4,8, 
255:FORX=1T0990:NEXT 
PRINT" {CLR}{5}{8 DOWN}N 
ORMALLY YOU'VE GOT ONLY 
ONE SCREEN TO 
{2 SPACES}WORK WITH." 
FORX=10246T012288: POKEX 
,@:NEXT 
PRINT"THAT'S THE IDEA B 
EHIND SUPERWINDOWS." 
FORX=12288T014336:POKEX 
,O:NEXT 
PRINT"IT GIVES YOU THRE 
E SEPARATE SCREENS TO 
{2 SPACES}CONTROL." 
FORX=14336T016383: POKEX 
,O:NEXT 
PRINT" {CLR} SEE2"; 
SYS49308,59,29,151,4,9, 
230:SYS49346,27,23,151, 
4,0,60:GOSUB63009 
PRINT" {CLR}SCREENS CAN 
{SPACE}BE RESIZED TOO.. 
EVEN SHRUNK!"; 
FORX=1T084:SY¥S49368,59, 
29,151,4,0,230-X:SYS493 
46,27,23,151,4,0,X+60:N 
EXT 
SYS49368,27,23,151,4,8, 
236 
SYS49346,27,23,151,4,9, 
66 
PRINT"{CLR}AND THE SCRE 
ENS ACT INDEPENDENTLY 0 
F{4 SPACES}EACH OTHER!" 
FORX=1T02500:NEXT 
PRINT" {CLR}THIS SCREEN 
{SPACE}WON'T CHANGE..." 
:FORX=1T01000:NEXT 


COMPUTE AUGUST 1992 


QH 


FH 


cq 


HA 
cc 


xD 


EB 


PX 


DB 


AC 


KP 


IM 


AA 


BQ 
BH 


2768 


286 


298 


308 
316 


326 


336 


348 


358 


368 


62999 
63008 


63616 
63628 
63636 
63046 


63056 
63066 


63064 


63065 


63666 


63667 


63076 


63071 


63672 


63873 
63074 


PRINT" {HOME}{8 DOWN}... 
BUT THIS ONE WILL!" 
FORX=1T010G:SYS49308,27 
721,151,4,11,230:SYS493 
68,27,23,151,4,0,230:NE 
xT 
PRINT" {CLR}SO MANY EFFE 
CTS ARE POSSIBLE THAT T 
HIS{2 SPACES}DEMO CAN'T 

POSSIBLY SHOW"; 
PRINT" THEM ALL!" 
FORX=1T0128:SYS49346,27 
723,151,4,X,100:SYS4936 
8,27,23,151,4,X+1,192 
SYS49383,27,23,151,4,X+ 
2,255:NEXTX: PRINT" {CLR} 
m 

; 
SYS49308,27,23,151,4,9, 
192:SYS49383,27,23,151, 
4,0,255:FORX=1T0100G:NE 
XT 
PRINT"PRESS D TO SEE TH 
IS DEMO AGAIN." 
PRINT"PRESS RUN/STOP-RE 
STORE TO QUIT." 
WAIT198,1:GETAS:IFAS<>" 
D"THEN369 
RUN 
FOR X=9 TO 289 STEP1. 
5 
Y=INT (96+80*SIN(X/10) 
) 
CH$=X/8:RO&=¥/8 
LN=Y AND 7 
BY=8192+RO$*320+CHS*B 
+LN 
BI=7-(X AND 7) 
POKE BY, PEEK (BY) 
BI 
IFX=68THENPRINT" {CLR} 
{WHT }EXCITING! 

{6 SPACES}":SYS49346, 
27,23,151,4,14,66 
IFX=120THENPRINT" 
{CLR}{BLK}PRETTY, RIG 
HT? ":SYS49346,27,23, 
151,4,4,66 
IFX=240THENPRINT" 
{CLR}{5}BUT THERE'S S 
TILL MORE!":SYS49346, 
27,23,151,4,0,60 
IFX=18GTHENPRINT" 
{CLR}{WHT}A POWERFUL 
{SPACE}UTILITY!":sys4 
9346,27,23,151,4,3,68 
IFX=60THENPRINT" 
{HOME}{23 DOWN} {BLK}1 
T CAN'T BE!" 
IFX=60THENS YS49383,27 
723,151,4,15,255 
IFX=120THENPRINT" 
{HOME} {23 DOWN} {WHT}T 
HIS IS AMAZING!" 
IFX=12@THENSYS49383,2 
7,23,151,4,2,255 
IFX=18@THENPRINT" 
{HOME}{23 DOWN} {CYN}T 
HIS DEMO IS GREAT!" 


OR 2 


GG 63675 IFX=186THENSYS49383,2 
7,23,151,4,11,255 
IFX=240THENSYS49383,2 
7,23,151,4,8,255 

NEXT 

RETURN 


XS 63076 


FX 63679 
HF 63686 


Cameron Kaiser lives in La Mesa, Cali- 
fornia. He's the author of Batch File 64 
(May 1992). 


REVELATION 


By Matthew Spinks 

Most people who are familiar 
with the 64’s graphics capabili- 
ties have used sprites at one 
time or another. They may 
have used one to create a point- 
er in a graphic-driven menu sys- 
tem or to display alien space- 
ships in a game. In most cases 
when sprites are used, they are 
high-resolution or multicolored 
objects, which contrast well 
against the background color. 
In some _— situations, however, 
sprites need not be visible to 
be effective. For example, set- 
ting a sprite to the background 


color enables it to reveal on- 
screen text smoothly, a pixel at 
atime. 


To achieve this, an unexpand- 
ed sprite is created as a solid 
block measuring 8 x 8 pixels, 
or one character in size. The col- 
or of the sprite is set to that of 
the background color, and the 
sprite is then placed on the 
screen where the first character 
of the text is to be displayed. 
The first character is poked in- 
to the screen position where it's 
hidden by the sprite. As the 
sprite moves across the 
screen, the character is slowly 
revealed, pixel by pixel. When 
the character has been com- 
pletely displayed, the next char- 
acter is poked into position be- 
neath the sprite. As the sprite 
continues to move across the 
screen, it reveals the text as it 
goes. This process is repeated 
until all the text has been dis- 
played. The overall effect is 
that the text has been revealed 
pixel column by pixel column. 


are patterned or shaped. Thus, by hav- 
ing a sprite shaped as a right-angled tri- 
angle, characters could reveal a pixel a 
row at atime, pixel column by pixel col- 
umn. By making use of sprite priorities, 
sprites could reveal first each other and 
then text, thereby producing a three-di- 
mensional effect. Sprites can work to- 
gether to reveal text in different places on 
the screen simultaneously or to reveal 
text vertically instead of horizontally, 


Entering the Program 

Revelation is written entirely in machine 
language. To enter it, use MLX, our ma- 
chine language entry program; see 
“Typing Aids” elsewhere in this sec- 
tion. When MLX prompts, respond 
with the following values. 


Starting address: CDDC 
Ending address: D003 


Be sure to save a copy of the program 
before exiting MLX. 

A demonstration program is also pro- 
vided to show off some of Revelation's 
features. It’s written in BASIC. To help 
avoid typing errors, enter it with The Au- 
tomatic Proofreader; again, see ‘Typ- 
ing Aids." To use the demonstration, 
first load Revelation with the ,8,1 exten- 
sion and then type NEW. Then load 
and run Demo. 


Other Techniques 
These are only some of the ways you 
can use Revelation. The technique can 
be adapted for all sorts of purposes. 
The only limitations on the process are 
those imposed by your own ingenuity. 
To use Revelation in your own pro- 
grams, give the command SYS 
52700,X, YSRAS. After the SYS call, X 
and Y are the x and y coordinates of 
where the text is to be placed.on the 
screen (ranges 0-39 and 0-255 réspec- 
tively), SP is the speed at which the 
text is to be revealed (0 is the fastest 
speed, 99 is the slowest), and A$ is 
the text string to be revealed. Be sure 
to put A$ text in quotation marks. For ex- 
ample, SYS 52700,0,0,0,"HELLO 
THERE" would print those words in the 
upper left corner of the screen at the 
fastest possible speed. 

Revelation has considerable scope 
and flexibility. First, Revelation occu- 
pies the upper portion of the area 


$CO00-$CFFF (49152-53247) so that 
the lower part of the area is still availa- 
ble for use by other programs. 


Interrupts 

Revelation is interrupt-driven as well. Af- 
ter you've given the SYS command to 
activate Revelation, you're free to con- 
tinue with other processing. Revelation 
also has a latch mechanism so that if 
you give two Revelation SYS com- 
mands in succession, the computer 
will wait until the first command has fin- 
ished before it attempts to process the 
second. This is useful if you only want 
to reveal text and do nothing else. (See 
the demonstration program for an exam- 
ple of this.) 

Revelation will, as nearly as possi- 
ble, emulate the standard PRINT com- 
mand. All color codes, as well as 
reverse on and off, are supported. 
All parameters are fully evaluated. 
Thus the command SYS 52700,0,0,0, 
CHR$(5)+CHR$(18)+"HELLO THERE” 
will reveal the text in white reversed 
characters at the top left hand corner 
of the screen, at the fastest possible 
speed. Note that you must use plus 
signs to connect the character strings 
and text in this mode. 

Ifa Y value of more than 24 is spec- 
ified, Revelation will cause the screen 
to scroll, with the text being revealed 
on the bottom line of the screen. This 
is to allow scrolling of the screen, simi- 
lar to the ordinary PRINT command. 

Error checking is another supported 
feature. If any unprintable characters 
are entered—CHRS(0), for example— 
they won't be printed. This includes 
any cursor or other control characters 
not previously mentioned. Also, if the 
text to be revealed would wrap around 
onto the next screen line, either be- 
cause the text to be printed is more 
than 40 characters long or because 
the specified x coordinate is too large, 
then an ILLEGAL QUANTITY error will 
be generated, because Revelation will 
reveal only one screen line at a time. 

Revelation also includes a facility 
that allows you to define your own 
sprites, This is useful if you wish to em- 
ploy one of the more complex reveal- 
ing methods outlined above, such as us- 
ing a shaped sprite, or if you need to 
use a VIC bank other than bank 0: Sim- 
ply poke location 52916 with a 1 to use 


your own sprite. 

Revelation expects you to use 
sprite 0. It's entirely up to you to spec- 
ify sprite size, color, data location, and 
so on. Revelation will handle sprite po- 
sitioning for you, however, Use POKE 
52916,0 to return Revelation to its nor- 
mal mode of setting up the invisible 
sprite for you. 

Revelation should also peacefully co- 
exist with any other software interrupt 
programs you may wish to use, so 
long as they aren't raster based. If 
you're using other software interrupt pro- 
grams, enable them first and Revela- 
tion last. This will ensure that all pro- 
grams receive their fair share of inter- 
rupts. Revelation also uses memory 
from the cassette buffer to store sprite 
and character data, so avoid this area 
while Revelation is in use. 


REVELATION 


CDDC:AD 15 63 C9 CF D@ B7 AD GF 
CDE4:14 63 C9 35 FO F2 26 OG 6B 
CDEC:E2 E@ 28 96 G3 4C 48 B2 CC 
CDF4:8E F4 CF 20 @@ E2 EG 19 77 
CDFC:96 @5 20 EA E8 A2 18 8E 65 
CE@4:F5 CF 20 60 E2 E@ 64 BO AB 
CE@C:E4 8E F7 CF 8E F6 CF 20 CB 
CE14:FD AE 20 9E AD 28 A6 B6 3C 
CE1C:C9 66 FG 47 8D F8 CF AG Cl 
CE24:06 8C FA CF 8C FF CF Bl F6 
CE2C:22 A2 11 DD E@ CF D@® 5 70 
CE34:8A 69 86 DG 1A CA 16 F3 86 
CE3C:C9 FF D@ 62 AO 7E 48 4A 1B 
CE44:4A 4A 4A 4A AA 68 38 FD EC 
CE4C:D8 CF 96 GC EE FA CF 
CE54:FF CF 9D 80 @3 EE FF CF 45 
CE5C:C8 CE F8 CF DG C9 AD FA 32 
CE64:CF D@ G1 60 18 6D F4 CF 74 
CE6C:C9 29 BO 81 AD F4 CF C9 12 
CE74:1D 96 GC 48 AD 16 DB B9 23 
CE7C:@1 8D 18 D@ 68 29 DF GA BE 
CE84:0A 6A 69 18 8D 6G DO AD 14 
CE8C:F5 CF @A OA GA 69 32 8D E2 
CE94:01 DO AE F5 CF AD F4 CF 6B 
CE9C:18 7D F@ EC 85 F9 85 F7 AQ 
CEA4:B5 D9 29 63 69 D8 85 FA 9D 
CEAC:29 27 @D 88 62 85 F8 AQ 94 
CEB4:60 D@ 31 A2 3F AQ BG 9D 15 
CEBC:49 03 CA 10 FA A2 15 A9 CB 
CEC4:FF 9D 40 63 CA CA CA 10 29 
CECC:F8 AD 17 D@ 29 FE 8D 17 B9 
CED4:D@ AD 1D D@ 29 FE 8D 1D 74 
CEDC:D@ AD 21 D@ 8D 27 D@ AI D3 
CEE4:6D 8D F8 G7 AD 15 D@ 69 68 
CEEC:61 8D 15 D@ AD 86 62 8D 37 
CEF4:FD CF A9 @@ 8D FB CF 8D 44 
CEFC:FC CF 8D FE CF 8D F9 CF 27 
CFG4:78 AD 14 63 8D 9F 62 AD 9A 
CFOC:15 63 8D AG G2 AX 35 BD 61 
CF14:14 03 A9 CF 8D 15 g3 AQ 21 
CF1C:7F 8D @D DC 2D 1l D@ 8D 2B 
CF24:11 D® AQ FF 8D 12 DO AD BI 


AUGUST 1992 COMPUTE G-27 


PROGRAMS 


CF2C:1A DG 69 81 8D 1A DG 58 15 
CF34:60 AE F7 CF FO G8 CE F6 E7 
CF3C:CF 18 55 8E F6 CF CE FC EC 
CF44:CF 19 3B AC F9 CF CC FF AA 
CF4C:CF FO 57 EE F9 CF B9 86 EC 
CF54:63 16 16 29 7F C9 18 96 A2 
CF5C:6B 29 EF AA BD F2 CF 8D 5B 
CF64:FE CF BO DF 8D FD CF 96 26 
CF6C:DA AC FB CF @D FE CF 91 B6 
CF74:F7 AD FD CF 91 F9 EE FB 86 
CF7C:CF A9 67 8D FC CF AD 12 BC 
CF84:DG DO FB EE @@ D@ DG 68 1C 
CF8C:AD 16 DO G9 G1 8D 16 DB EG 
CF94:A9 61 8D 19 D@ AD BD DC CB 
CF9C:29 61 F@ G3 6C 9F G2 4C 91 
CFA4:BC FE AD 15 D@ 29 FE 8D 26 
CFAC:15 D@ AO BG 8D GB DG 8D DB 
CFB4:61 D@ AD 14 D@ 29 FE 8D 76 
CFBC:16 DG 206 84 FF AD 1A DO AG 
CFC4:29 7E 8D 1A DO AD 9F 62 6A 
CFCC:8D 14 03 AD A@ G2 8D 15 BG 
CFD4:63 4C 94 CF FF 06 46 20 39 
CFDC:FF 44 80 88 96 65 1c 9F 15 
CFE4:9C 1E 1F 9E 81 95 96 97 4F 
CFEC:98 99 9A 9B 12 92 86 86 28 
CFF4:06 G8 GB 6B GB GB BG BG 94 
CFFC:60 66 06 68.86 GB BG BG 9C 


DEMO 


MQ 100 REM COPYRIGHT 1992 ~ CO 
MPUTE PUBLICATIONS ~ AL 
L RIGHTS RESERVED 
REM WRITTEN BY M. 
s 
HJ 126 : 
MK 136 REM MAKE SURE LOADER IS 
IN MEMORY 
XK 146: 
XA 15@ V=53248:SA=5270G: POKEV+ 
32,0: POKEV+33,0:PRINTCH 
RS (147) ; :POKE646,14 
BL=52916:SYSSA,0,1,0,"T 
HIS DEMONSTRATION SHOWS 
HOW TEXT CAN BE" 
SYSSA,@,3,0,"REVEALED S 
MOOTHLY":SYSSA,27,3,0," 
ON THE SCREEN" 
SYSSA,18,3,0,"ANYWHERE" 
:SYSSA,3,5,0,"TEXT CAN 
{SPACE}BE DISPLAYED IN 
{SPACE }ANY":AS="" 
BS="COLOR": FORT=1TOLEN ( 
BS) : READX:A$=A$+CHRS (X) 
+MIDS$ (BS,T,1) :NEXT 
SYSSA,32,5,0,AS$:A$=CHRS 
(18) +CHRS$ (158)+"OR WITH 
REVERSE ON AND OFE" 
SYSSA,7,7,0,AS$:SYSSA,6, 
6,0,"":POKE646,4:POKEBL 
,1:POKEV+39,5:POKEBL,1 
POKEV+39,4:SYSSA,5,9,9, 
"TEXT CAN ALSO BE CURSO 
R DRIVEN":SYSSA,8,0,9," 
" 


CE 110 SPINK 


AX 168 


RG 178 


MD 186 


cr 196 
BG 260 
QB 219 


QF 220 


POKEBL, 8:SYSSA,4,11,0," 
AND CAN BE REVEALED AT 
{SPACE} ANY":AS="SPEED" 
BG 24G FORT=1TOLEN (A$) :SYS8A,3 


G-28 COMPUTE AUGUST 1992 


SF 238 


O+T,11,T,MID$(A$,T,1):N 
EXT 

SYSSA,2,13,0,"TEXT CAN 
{SPACE}SCROLL LIKE NORM 
AL AS WELL:":POKE646,16 
Y=14:FORT=3.14T06.28STE 
P.2:C=COS (2*T) +SIN(T) :X 
=6*C+12:Y=Y+1 
SYSSA,X,Y,@,"SCROLLING" 
tNEXT:SYSSA,X,Y,6,"":FO 
RT=GTO1E3:NEXT: POKE646, 
3 
PRINTCHRS (147) ;:SYSSA,@ 
11,0,"DISPLAY OF TEXT I 
S INTERRUPT DRIVEN TOO: 
" 


QG 258 
SR 260 


GE 2708 
FG 280 


MA 298 POKE646,13:AS=CHRS$(18) + 
"THAT'S ALL FOLKS !11": 
SYSSA,16,3,3,AS 
FORT=9T04: PRINTCHRS (17) 
:NEXT:END 

PH 318 DATA158,306,31,153,150,5 


XC 300 


Matthew Spinks lives in Erica, Victoria, 
Australia. He's the author of Medium- 
Density Driver (September 1991). 


FORMATTED LIST 


By R. Markland 

Formatted List is a programmer's utility de- 
signed to create more manageable hard 
copies of BASIC program listings for the 
64. Formatted List produces uniform 
page breaks, rather than printing pro- 
gram lines over page perforations, and 
prints an identifying header and page 
number at the top of each page. 


Typing It In 

Formatted List is written entirely in ma- 
chine language. To enter it, use MLX, 
our machine language entry program; 
see “Typing Aids" elsewhere in this sec- 
tion. When MLX prompts, respond 
with the following values. 


Starting address: CO00 
Ending address: C3B7 


Be sure to save a copy of the program 
before you exit MLX. 


Compatibility 

In general, Formatted List is compati- 
ble with any printer, with or without an 
interface, that will normally print a pro- 
gram listing with OPEN4,4: CMD4: 
LIST and recognizes CHR$(12) as a 
one-byte form feed. Should you need 
another form-feed command, you may 
poke appropriate decimal values to 


49424 and 49549 after Formatted List 
is loaded. Because Formatted List can- 
not recognize every conceivable print- 
er/interface combination, it processes 
50 BASIC program lines per page and 
then sends a standard ASCII form 
feed before starting the next page. You 
may also need to determine if your print- 
er/interface must be set with linefeeds 
on or off. When some interfaces encoun- 
ter cursor control or character color sym- 
bols, they automatically convert the sym- 
bols into words (up, down, blue, and 
so on). An 80-character BASIC pro- 
gram line may thus require more than 
one printer line. Usually, Formatted 
List can compensate for this. On rare 
occasions a program may contain a se- 
ries of lines packed with control char- 
acters that, when expanded, will cor- 
rupt the page formatting. If you can set 
your interface to print the actual Com- 
modore characters, it's advisable to do 
so to eliminate the potential problem. Af- 
ter Formatted List is loaded, you may 
adjust the number of BASIC lines per 
page by poking 49415 with a decimal 
value less than 50. 


Features and Conventions 

Formatted List should be loaded at the 
beginning of a programming session im- 
mediately after power-up by typing 
LOAD"FORMATTED LIST”,8,1. Press 
Return and then type NEW and press 
Return again. Now load a program to 
be edited or begin work on a new pro- 
gram. To use Formatted List, in direct 
mode type SYS49152 and press Re- 
turn. Screen prompts will ask for a head- 
er line, remind you to check the print- 
er, and inform you that the listing may 
be aborted by pressing Run/Stop. 

Formatted List will print a listing of vir- 
tually any BASIC program, from a sin- 
gle line up to more than 30K in length. 
The listing requires tractor feed paper 
and should be started with the print- 
head centered on a perforation if your 
interface expands lines. Otherwise, you 
may prefer to adjust the paper to cen- 
ter the text top and bottom. It’s advis- 
able to turn the printer off and on after 
the paper is aligned to establish prop- 
er page length. 

In the interests of simplicity and com- 
pactness, Formatted List assumes 
that there's a BASIC program in mem- 
ory and that a printer is connected, on- 


line, and loaded with paper. If you run 
the program without these conditions 
in place, Formatted List is likely to 
crash and/or lock up the keyboard. 
The title line may consist of 1-32 char- 
acters and may contain any combina- 
tion of characters with CHR$ values in 
the range of 32-95 decimal values. 

Formatted List will list the entire pro- 
gram from beginning to end. If you 
wish to list only a portion of a program, 
formatting is unnecessary. A range of 
lines may be specified in a standard 
CMD4:LIST range command. Should 
you decide that you need Formatted 
List after you have a BASIC program in 
memory, in direct mode, type 
PRINTPEEK(45);PEEK(46) and press 
Return. Record the values displayed. 
Then type LOAD'FORMATTED 
LIST’8,1 and press Return. Then enter 
POKE45,v7: POKE,v2 and press Re- 
urn (v7 and v2 are the values previous- 
ly recorded). 

Here's an important note: If you're 
test running a BASIC program that 
loads to or uses memory from address 
49152, you'll overwrite Formatted List. 
Should this happen, reload Formatted 
List using the alternate loading method 
described immediately above. Keep in 
mind that if Formatted List has been 
overwritten or corrupted, any SYS 
49152 call will no doubt send you on a 
one-way trip into the Silicon Cosmos, 
so be sure to save your work first as a 
precautionary measure, 


FORMATTED LIST 


G1 
AQ 
20 
F8 
FG 
Ag 
ag 
8E 
87 
34 
co 
D2 
co 
cg 
8E 
AC 
cc 
20 
EE 
ls) 
20 
26 
ag 


COGG:A9 
COO8:FF 
CO1G3A9 
CO18:DG 
CG26:00 
C628:F3 
CO3G:FF 
C638:8E 
CG46:8D 
CO48:FO 
CG5G:C3 
CO58:26 
CG6G:C3 
CG68:D4 
C@7G:AC 
CG78:C3 
CG8G:85 
CGO88:A9 
C69G:D2 
CO98:A2 
CGAG: 96 
CGA8:GD 
COBO:FB 


C#B8:8D 
C6CG:2C 
C6C8:B3 
CODG:A9 
COD8: G4 
CGEG: 26 
COE8: 26 
COFG:26 
COF8: 26 
C10G:EE 
C168:D6 
C110:96C 
C118:FO 
C120:B4 
C128:5F 
C130:90 
C138:FB 
C140:FB 
C148:Bl 
C156:8D 
C158:43 
C168:Cl 
Cl68:FF 
C170:20 
C178:A2 
C186:66 
C188:6D 
C19G:FF 
Cl198:FF 
C1lAG:A2 
C1LA8:D2 
C1BO:B2 
C1B8:FF 
C1c@:C3 
C1C8:F5 
C1DO:FO 
C1D8:AD 
C1lEG:C3 
C1lE8:FF 
C1LFO:B2 
C1E8:C3 
C200:01 
C208:2C 
C216:5F 
C218: 82 
C22G:A9 
C228:AB 
C236:FF 
C238:DG 
C240:5F 
C248:10 
C258:36 
C258:AG 
C26G:AG 
C268:AG 
C276:C2 
C278:45 
C280:54 
C288:48 
C296:44 
C298:26 
C2AG:54 
C2A8:41 
C2BG:29 
C2B8:47 
C2CG: 206 
C2Cc8: 20 
C2DG: 26 
C2D8:20 
C2EG:20 


8D 
BF 
8c 
A8 
85 
G1 
DA 
36 
72 
3E 
57 
4F 
3F 
31 
4n 
47 
24 
DE 
31 
D9 
65 
7c 
D6 
6D 
61 
85 
85 
2c 
EC 
F7 
OF 
2A 
EL 
64 
76 
B8 
BE 
3D 
46 
DL 
AD 
83 
EA 
33 
BC 
7A 
io) 
14 
c2 
73 
88 
cl 
gc 
81 
2a 
47 
18 
22 
EC 
49 
65 
3c 
6F 
BS 
63 
46 
4E 
56 
47 
8B 


49 
26 
52 
4E 
26 
26 
26 
20 
26 
53 
59 
4E 
4E 
20 
26 
20 
20 
44 
55 
54 
06 
Ci) 
i) 
0@ 
Ct) 
I) 


47 
48 
4E 
26 
55 
26 
26 
54 
26 
41 
54 
26 
@D 
26 
44 
52 
26 
44 
2F 
20 
ao 
Go 
i) 
Go 
i) 
UT) 


9B 
D4 
GA 
3B 
75 
3c 
SF 
DB 
Al 
E3 
1A 
F2 
17 
4E 
G4 
E2 
65 
06 
FC 
cé 
F2 
18 
20 
28 
36 
38 


C2E8:26 
C2F6:06 
C2F8:45 
C360:54 
C368:50 
C310:56 
C318: 26 
C320:26 
C328:48 
C336:26 
C338:4E 
C34G:4F 
C348:4C 
C358 
C358:28 
C366:55 
C368:49 
C376:20 
C378:4F 
C380:53 
C388:41 
C39G:06 
C398:80 
C3AG: 00 
C3A8: 00 
C3BG: 06 


4c 
26 
43 
45 
41 
56 
26 
26 
45 
58 
59 
26 
49 
26 
20 
52 
4B 
26 
57 
54 
42 
Oo 
U1) 
6o 
4) 
oo 


49 
26 
4B 
52 
58 
4c 
20 
26 
4E 
52 
26 
56 
53 
26 
26 
49 
54 
48 
4E 
4F 
4F 
) 
CI) 
1) 
UT) 
Go 


53 
26 
26 
26 
45 
59 
20 
26 
6D 
45 
4B 
52 
54 
26 
29 
4E 
6D 
4F 
20 
56 
52 
Ul) 
OO 
Oo 
oo 
Go 


54 
20 
56 
41 
52 
OD 
20 
20 
20 
53 
45 
49 
49 
20 
20 
47 
20 
4c 
52 
20 
54 
Ul) 
0G 
Cr) 
Oo 
0G 


R. Markland, who lives in Rawlins, Wy- 
oming, has seen listing questions in Ga- 
zette many times and says it's time for 
a definitive solution. 


BLANKER 


By Charles W. Bozarth 

Even with today’s newer monitors, 
there's still a concern about burning a 
screen image into the picture tube. This 
can occur if the image on the monitor 
stays the same for long periods of time. 
IBM computers have a variety of utilities 
for blanking the screen while the comput- 
er isn’t being used. Blanker is a similar 
screen-blanking utility for GEOS on the 
64. It provides various ways to blank the 
screen from any GEOS program that us- 
es desk accessories. 


Entering the Program 

Blanker is written in machine language. 
To enter it, use MLX, our machine lan- 
guage entry program; see “Typing 
Aids" elsewhere in this section. When 
MLX prompts, respond with the follow- 
ing values. 


Starting address: 0247 
Ending address: 076E 


Be sure to save two copies of the pro- 
gram to a GEOS work disk before exit- 
ing MLX. Since you can't enter GEOS 


AUGUST 1992 COMPUTE G-29 


PROGRAMS 


programs directly, Blanker must be con- 
verted to GEOS format before it can be 
used. One copy of Blanker will be con- 
verted by GeoConverter 2.0 into a 
desk accessory. Keep the other copy 
as a backup in case something goes 
wrong with the conversion. 

If you don't already have a copy of 
GeoConverter, we've included the list- 
ing here. The converter can be found 
on COMPUTE's GEOS Collection disk, 
and it was printed in “The GEOS Col- 
umn," March 1990. Be sure to use 
“The Automatic Proofreader” (again, 
see “Typing Aids”) to help prevent typ- 
ing errors when you enter the program. 
Save a copy of GeoConverter to the 
disk that contains Blanker. 

To prepare Blanker for use with 
GEOS, load and run GeoConverter. 
When prompted for a filename, enter 
the name you used to save Blanker. 
GeoConverter will then convert the file 
into a GEOS desk accessory format. 
Those who get Gazette Disk should 
copy Blanker to a work disk before mak- 
ing the GEOS conversion. 


Using the Program 

To start Blanker in most programs, se- 
lect it either from the deskTop, or from 
the GEOS menu in other programs. A 
dialog box appears on the screen with 
four choices to blank the screen. Select- 
ing Cancel will return to the application 
without blanking. Select one of the 
choices and then click on the OK icon 
to start the process. 

Each option has its own unique way 
of clearing the screen. For example, 
Blank is the option that goes directly to 
blanking the screen with the border col- 
or. This is most effective if the border 
is a dark color such as the GEOS de- 
fault of black. The Blank option has the 
same effect as turning off the monitor. 
Tilt, Dissolve, and Drip are additional 
choices, Drip is an especially amusing 
and realistic effect. You'll probably 
want to touch the screen to make sure 
it isn’t wet. All of these options have the 
effect of turning off the monitor once 
the screen is erased. 

While the screen is being erased, 
the mouse pointer moves to the bottom 
right corner of the screen. The blank- 
ing process can be stopped at any 
time and control returned to the appli- 
cation by pressing any key or clicking 
G-30 | COMPUTE AUGUST 1992 


the mouse button 

Blanker was written for the 64 ver- 
sion of GEOS 2.0 using geoProgram- 
mer software. 


BLANKER 


@247:GF 63 
G24 @ 61 
Uy) 
AG 
5 
oo 
BF 
EP 
FF 
2c 
42 
31 
68 
2E 
68 
73 
73 
20 
67 
4F 
6E 
cl 
40 
i) 
B7 
26 
66 
cs) 
Ag 
A4 
@1 
c7 
88 
B9 
11 
36 
1F 
c8 
99 
c2 
8D 
11 
Ag 
9B 
85 
AQ 
G6 
26 


BE 
FF 
AG 
65 
oo 
AG 
FD 
FE 
83 
a4 
61 
36 
72 
42 
OF 
20 
72 
6c 
74 
26 
OF 
B7 
26 
61 
1F 
66 
G2 
39 
8D 
AQ 
3B 
3c 
29 
07 
69 
61 
9c 
9o 
66 
0o 
84 
29 
8D 
Ag 
AQ 
85 
28 
91 
65 


FF 
FD 
6G 
AG 
@5 
0o 
86 
72 
@5 
53 
6E 
oo 
6c 
6F 
2c 
61 
79 
61 
68 
73 
34 
cl 
53 
ag 
85 
26 
cg 
Ag 
Al 
69 
AQ 
AS 
07 
8D 
16 
20 
G3 
46 
66 
8D 
Ag 
EF 
9c 
AG 
6a 
67 
65 
62 
62 
63 


AS G: 
ed iN 
.0 


@257:AG 
@25F:05 
0267:06 
O26F:AG 
6277:8D 


@29F:56 
@2A7: 43 
@2AF:57 
@2B7:74 


@2C7:73 
@2CF:72 
92D7:6E 


G2FF:00 
6367:26 
O36F:63 
@317:E6 
@31F:A9 
@327:84 
@32F:8D 
@337:A9 
O33F:A9 
0347:88 
@34F:C8 
@357:AD 
@35F:A9 
@367:29 
O36F:06 
6377:Cl 
O37F:3E 
@387:00 
@38F:AD 
0397:66 
@39F:8D 
G3A7:86 
G3AF:06 
@3B7:A4 
O3BF:3D 
yO3C7:18 AD 
3CF:02 £6. 
nox ™ 
GEOCONVERTER 


BA 16 REM COPYRIGHT 1992 COMPU 

TE PUBLICATIONS INTL LTD 
~ ALL RIGHTS RESERVED 

SE 2@ IF (PEEK(772)+PEEK(773)*2 
56) =42364THEN4G 

PD 36 LIST@,1:LIST4,1:LIST6,1: 
SA=PEEK (4625) *256+PEEK (4 
624) :GOTO58 

SX 40 POKE56,PEEK(46)+49:CLR:P 


QQ 


KR 


MK 


QE 


SB 


RS 


BX 


FF 


BR 


RQ 


PP 


DH 
PK 


SJ 


AF 


DG 


EF 


GP 


CF 
DR 


MM 


PE 


56 


60 


78 


86 


96 


169 


119 


126 


136 


146 


156 


168 
176 
186 


196 


208 


210 


226 


230 
2468 


258 


260 


OKE53286,0:POKE53281,0:S 
A=PEEK (56) *256+PEEK (55) 
PRINT" {CLR} {8}{N} {DOWN}" 
TAB (12) "{RVS}GEOCONVERTE 
R 2.6{OFF}{GRN}{3 DOWN}" 
: PRINTTAB (13) "COPYRIGHT 
{SPACE}1992{DOWN}" 
PRINTTAB (7) "COMPUTE! PUB 
LICATIONS INC. {DOWN}":PR 
INTTAB(11)"ALL RIGHTS RE 
SERVED{2 DOWN}" 
N=8:PRINT"DRIVE NUMBER " 
N"{4 LEFT}™;:INPUTN:IFN< 
8ORN>LITHENTO 
KS="N":PRINT"IS DRIVE"N" 
A 1581? "KS"{3 LEFT}";:1 
NPUTKS: IFKS$<>"N"ANDKS<>" 
Y"THENSG 
TS=CHR$ (18) :SS=CHR$ (1) :I 
FKS="Y"THENTS=CHRS (46) :S 
S=CHRS (3) 
INPUT"FILE TO CONVERT"; 
NM$:OPEN15,N,15:0PEN1,N 
18,"0:"+NMS+",P,R" 
GOSUB44@: IFEN<>@THENPRI 
NT"{RVS}"ENS" "EMSETSEE 
$:GOTO400 
GET#1,K$,V$: IFK$<>CHRS ( 
71) ORV$<>CHRS$ (2) THENCLO 
SE1:CLOSE15:GOT0220 
PRINT" { DOWN} DECOMPRESSI 
NG...":ZS=CHRS (@) :GET#1 
t ESC=ASC (ESC$+Z$) : 


GOSUB17@: IFV<>ESCTHENPO 
KEAD,V:AD=AD+1:GOTO14G 
GOSUB170:CT=V:GOSUB17@: 
CT=CT+V*256:GOSUB170:GO 
SUB160:GOTO149 
FORI=1TOCT: POKEAD,V:AD= 
AD+1:NEXTI:CT=0: RETURN 
GET#1,V$:S=ST:V=ASC (V$+ 
ZS) : IFST=OTHENRETURN 
IFS<>64THENGOSUB44G: PRI 
NT" {DOWN}LOAD ERROR — 
{RVS}"ENS" "EMSETSEES:G 
0T0400 

IFCT <> 6THENGOSUB16@:AD= 
AD-1 

PRINT" {DOWN}WRITING..." 
:CLOSE1:PRINT#15,"S@:"+ 
NM$:CLOSE15 
OPEN1,N,8,"O:"+NMS+",P, 
W" :FORI=SATOAD: PRINT#1, 
CHR$ (PEEK (I));:NEXTI:CL 
OSE1 

PRINT" {DOWN}CONVERTING. 
.-"ZHDS=""FORI=1T04:RE 
ADHE : HDS=HDS$+CHRS (HE) :N 
EXTI 
FORI=1T05:READIE: ID$=ID 
$+CHRS (IE) :NEXTI 
NLS$="":OPEN15,N,15,"1G: 
":OPEN2,N,2,"#" 
GOSUB41@:GET #2,NT$,NSS 
: FORE=@TO7 : DS=NL$:GET #2 
,B$:1=1:IFBS=NLSTHEN31G 
IF ASC(B$)<>130 THEN310 


AE 276 GET#2,HTS$,HS$:1=3:IFHSS 
=""THENHSS=CHRS (6) 
GET#2,BS:I=I+1:IFBS=""T 
HENBS=CHRS (6) 

IF (ASC (B$) =16G) OR (I=19) 
THEN319 
D$=D$+B$:GOTO28G 
FORI=ITO31:GET#2,B$:NEX 
TI: IFDS=NMSTHEN340 
NEXTE: IFNTS=NLSTHEN34G 
TS=NT$:SS$=NS$:GOTO25G 
IFDS=NL$THENPRINT" 
{DOWN}DISK ERROR!":GOTO 
400 
DTS=T$:SSS=SS:TS=HTS:S$ 
=HS$:GOSUB410:GET#2,MTS 
;MS$: IFMSS$=""THENMS$=CH 
RS (8) 
FORI=GT065:GET#2,B$:NEX 
TI:GET#2,CT$,GT$:GOSUB4 
16:PRINT#2,HDS$; :GOSUB42 
G 
TS=DT$:S$=SS$:GOSUB416: 
FORI=1T032*E+2:GET#2,BS$ 
:NEXTI:PRINT#2,CTS;MTS; 
MSS; 
FORI=GTO15:GET#2,B$:NEX 
T1:PRINT#2,HTS;HSS;CHRS$ 
(@) ;GTS; IDS; :GOSUB426 
PRINTNMS" CONVERTED!" 
CLOSE1:CLOSE2:CLOSE15:E 
ND 

US="U1":GOTO430 

us="u2" 
PRINT#15,US;2;0;ASC(TS$+ 
"@") ;ASC(SS$+"GO") : RETURN 
INPUT#15,EN,EM$,ET,EE:E 
NS=STRS (EN) :ETS=STRS$ (ET 
) :EES=STRS (EE) :RETURN 
DATA @,255,3,21,87,10,1 
10,0 


DJ 286 
BM 290 


SF 366 
EB 316 


JX 326 


CH 330 
GA 348 


PD 350 


GF 366 


RX 376 


MB 386 
GR 398 
HB 409 
DQ 419 
CS 426 
PA 436 


JI 446 


EH 456 


Charles W. Bozarth, who lives in Kala- 
mazoo, Michigan, began programming 
on a VIC-20. He recently earned a de- 
gree in mechanical engineering, but 
continues to program as a hobby. 


SUPERSAVE 


By Jason P. Lewis 

Saving your work periodically is a con- 
cept that looks great on paper, but apply- 
ing it is a whole different matter when at 
the computer. Some programmers avoid 
it, saying,''l'll never lose any files. It 
could never happen to me.” Others com- 
plain that saving takes too much time 
when they're busy. 

SuperSave is a short utility that will 
greatly assist you in saving your BASIC 
programs or BASSEM source code files. 
In the case of a power outage, your chanc- 
es of recovering most of your file would 


be greatly improved with SuperSave. 


Typing It In 


SuperSave is a two-part program. The 
main program is written in machine lan- 
guage. To type it in, you'll need MLX, 
our machine language entry program. 
See “Typing Aids” elsewhere in this sec- 
tion. When MLX prompts you, enter the 
following values. 


Starting Address: $CF64 
Ending Address: $CFFF 


When you've finished entering the pro- 
gram, save it with the filename Super- 
Save.ML before you exit MLX. 

The second part of SuperSave is a 
BASIC loader or boot program. It's 
quite short, but you may want to use 
The Automatic Proofreader to help 
avoid typing errors. Again, see “Typing 
Aids.” Be sure to save a copy of Boot 
on the same disk as SuperSave.ML. 
When you run Boot, it automatically 
loads and runs SuperSave.ML. 


Using SuperSave 
When you load and run SuperSave, 
you'll see a message that the program 
has been enabled. You'll also see the 
READY prompt. 

In order to use SuperSave, you 
must either load a program you wish to 
work on or save a file. This will make 
that filename active for a short period 
of time. That filename will remain active 
from the time the save or load was per- 
formed until any other BASIC com- 
mand is executed. During this time, 
press Ctrl-Restore. This will make the 
filename permanently active, at least un- 
til you reset or turn off the computer. 

Once you have an active filename, 
you can use SuperSave as many 
times as you wish. This is done simply 
by pressing Restore. Each time you've 
made some changes and want to up- 
date the file on your disk, simply press 
Restore, 

SuperSave actually performs two 
functions during a save. First, it scratch- 
es the old version of the file, bypassing 
the save-with-replace bug on older 
1541 and 1571 drives. Then, Super- 
Save performs a normal BASIC save. 

When you press Restore, you won't 
see the usual message indicating that 
a file is being saved. In fact, the only 


visual sign that you should notice is the 
drive light coming on to indicate that 
something is happening. By not print- 
ing a message, nothing on the screen 
is corrupted. After the SuperSave proc- 
ess, you should notice no difference in 
your program whatsoever. 

This permits you to update your file 
whenever you like, giving you no ex- 
cuse for losing valuable data during a 
power outage or similar occurrence. Su- 
perSave will also save you several key- 
strokes (pun intended). 


How It Works 
Each time you press Restore, the 64 ex- 
ecutes the machine language instruc- 
tions pointed to by locations 792 and 
793. The actual address of the ML pro- 
gram is the contents of 793 multiplied 
by 256 and then added to location 792 
(LC=PEEK(792)+PEEK(793)*256). 
SuperSave changes these locations 
to make the computer execute Super- 
Save rather than its normal routine. If Su- 
perSave doesn't recognize a keypress 
in conjunction with Restore, it'll ignore 
it. Instead, it'll execute the 64's normal 
Restore routine. This means Run/Stop- 
Restore retains its usual function and it 
will disable SuperSave. To enable it 
again, enter SYS 53092. 


Customizing the Boot Program 

You may want to customize the boot 
program for each program you work 
on. You can replace the new statement 
in line 40 with a LOAD statement to 
load your program. For example, if 
your program's name were HELP, 
then you would change line 40 to 
LOAD “HELP"8. 

Then, whenever you execute the Su- 
perSave boot program, your working 
program will automatically load. Press 
Ctrl-Restore to make that filename ac- 
tive, and you'll be ready for another 
work session. 


SUPERSAVE.ML 


CF64:AD 18 63 8D E8 CF AD 19 15 
CF6C:93 8D E9 CF A9 7B 8D 18 99 
CF74:63 A9 CF 8D 19 G3 6@ AD 16 
CF7C:8D 62 C9 G4 FG 4F 26 El C3 
CF84:FF FG 6@ AD EA CF 18 69 77 
CF8C:63 A2 EC AG CF 26 BD FF 78 
CF94:A9 G1 AE EB CF AG OF 26 1D 
CF9C:BA FF 20 CO FF 28 C3 FF Bl 
CFA4:A9 G1 AE EB CF A@ FF 26 GF 
CFAC:BA FF AD EA CF A2 EF A@ 97 


AUGUST 1992 COMPUTE G-31 


PROGRAMS 


CFB4:CF 
CFBC:FE 
CFC4:D8 
CFCC:E7 
CED4:EA 
CFDC: 46 
CFE4:B7 
CFEC:53 
CFF4:26 
CFFC: 20 


BOOT 


MM 5 REM COPYRIGHT 1992 ~ COMP 
UTE PUBLICATIONS INTL LTD 
~ ALL RIGHTS RESERVED 


28 
AQ 
FF 
FF 
CF 
Bl 
Dg 
39 
20 
20 


BD 
2B 
Ag 
4c 
AS 
BB 
F6 
3A 
26 
20 


EF 
A6 
co 
E7 
BA 
99 
4c 
26 
26 
06 


Ag 
2D 
20 
CE 
8D 
EF 
G1 
20 
20 
6G 


Ci) 
A4 
96 
AS 
EB 
CF 
I) 
20 
26 
OG 


26 
2E 
FF 
B7 
CF 
cs 
oo 
26 
26 
oo 


90 
26 
20 
8D 
AG 
C4 
Ci) 
26 
26 
66 


FE 10 IF A=9 THEN A=1:LOAD"SUP 
ERSAVE.ML",8,1 

GP 20 SyS 53092 

DD 30 POKE 53281,0:POKE 53280, 
15: PRINT" {WHT} {CLR} {RVS} 
SUPERSAVE ENABLED." 

KG 40 NEW 

Jason P. Lewis is a junior in high 


school in Ascutney, Vermont. He 
wrote SuperSave to help him with his 
other programming efforts. 


BALLOON POP 


By Maurice Yanney 

If you're the kind of person who gets a 
kick out of popping balloons, you'll love 
this game for the 64. You can either 
drop pins on the balloons as they rise to- 
ward the top of the screen or go for the 
extra points by intercepting the balloons 
with your pin-dropper. It slides left and 
right across the top of the screen, and 
you can control it in an effort to pop any 
elusive balloons before they slip by you. 
Pop them all and move to amore difficult 
level. See how many levels you can com- 
plete in this fast-paced game. 


Getting Started 

Although Balloon Pop is written entire- 
ly in machine language, the program 
loads and runs like a BASIC program. 
To type it in, use MLX, our machine lan- 
guage entry program. See “Typing 
Aids" elsewhere in this section. When 
MLX prompts you, respond with the fol- 
lowing values. 


Starting address: 0801 
Ending address: 1100 


Be sure to save a copy of the program 
before exiting MLX. The program 
works with a joystick in either port or 


G-32 COMPUTE AUGUST 1992 


from the keyboard with cursor keys 
and space bar.* *- 


Playing the Game 

The object of the game is to pop all the 
rising balloons without letting any get 
by. You control a pin-dropper, which is 
located at the top of the screen. Use 
the pin-dropper to pop the rising bal- 
loons by dropping pins on them, or ma- 
neuver it so that it breaks balloons as 
they reach the top of the screen. 

To move the pin-dropper to the left, 
use the Crsr up/down key; to move to 
the right, use the Crsr left/right key. A 
joystick (in either port) may also be 
used to move. Press the space bar or 
the joystick button to fire a pin down- 
ward toward the rising balloons. Only 
one pin can be fired at a time. 

When a pin hits a balloon, you re- 
ceive 10 points, and the number of 
popped balloons increases by 1. If the 
balloon hits the pin-dropper, you re- 
ceive 50 points, and the number of 
hits is incremented by 1. To complete 
the first level, the number of hit and 
popped balloons must be 10; an addi- 
tional 5 balloons are needed for each 
subsequent level (up to 50). 

The score, the level, the number of 
popped balloons on the current level, 
the number of hit balloons on the cur- 
rent level, and the extra balloons are dis- 
played at the bottom of the screen. In- 
itially, there are five extra balloons. 
When a balloon reaches the top with- 
out being hit or popped, an extra bal- 
loon is lost. When there are no more ex- 
tra balloons, the game is over. An extra 
balloon is awarded for each 500 
points reached. 

Complete a level, and you'll get 10 
bonus points for each popped balloon 
and 50 points for each hit balloon. 
Each level becomes more difficult with 
the addition of another balloon to the 
number of balloons that are approach- 
ing your pin-dropper. Level 1 begins 
with three balloons simultaneously ris- 
ing. The pin-dropper is positioned clos- 
er to the rising balloons on higher lev- 
els, and five more balloons are re- 
quired to complete each level. 

To quit playing the game, press the 
Q key. To pause the game, hold down 
the Shift key or press the Shift Lock 
key. To continue playing, release the 
Shift key or the Shift Lock key. 


BALLOON POP 


9801:0B 
G869:36 
@811:11 
@819:62 
@821;D8 
@829:AE 
9831:0D 
9839:29 
9841:0B 
G849:06 
9851:27 
G859:0F 
@861:C8 
G869:0F 


687 
@881:CF 
9889:18 
G891:06 


@8B1:8D 
@8B9:01 
@8C1:D0 
98C9: 36 


6919:11 
G921:E0 
9929:11 
G931:F5 
6939:6A 
6941:AB 
6949:61 
@951:12 
9959:11 
6961:C2 
6969:8D 
6971:12 
6979:05 
G981:A0 
6989:FB 
G991:C5 
G999:A5 
G9A1L:GA 
G9A9:56 
G9B1:29 
G9B9:1F 
G9C1:6A 
69C9:20 
69D1:12 
G9D9:AD 
G9E1:61 
G9E9363 
G9OF1:FO 
G9F9:88 
@AG1:AC 
GAG9:25 
@Al11:11 
GA19:96 


OB 
32 
26 
Ag 
20 
gc 
AD 
EO 
26 
20 
12 
CA 
8c 
20 
OA 
C2 
gc 
6D 
26 
cg 
aa 
85 
GE 
AG 
85 
85 
91 
69 
G1 
A5 
DC 
18 
Dg 
BD 
98 
18 
68 
99 
69 
ES 
Ag 
8D 
8D 
8D 
11 
19 
8D 
20 
06 
c8 
cg 
cs 
AS 
OB 
4 
12 
AD 
56 
29 
abs 
GA 
26 
FA 


GA 
Cr) 
1E 
Go 
AG 
AD 
8D 
GE 
16 
21 
EO 
8E 
26 
90 
26 
lL 
4c 
co 
42 
3E 
85 
38 
Dc 
06 
FC 
FE 
FD 


@A21:14 
GA29:20 
GA31:BE 
GA39360 
@A41:11 
GA49:3 OF 
GA51:90 
GA59:09 
GA61:6D 
GA69:69 
GA71:C8 
GA79:09 


DO 
91 
ll 
BD 
19 
BD 
91 
AS 
OA 
ol 
E8 
A2 


66 
66 
FB 
12 
11 
ll 
AS 
cg 
28 
FB 
14 
BD 


26 
20 
60 
De 
FG 
8c 
FC 
76 
BD 
AC 
Do 
G2 


1c 
1c 
AG 
31 
29 
BA 
cg 
96 
Ccé 
BA 
C3 
12 


OF 
OF 
oo 
BO 
26 
11 
87 
G3 
11 
1l 
66 
FO 


Ag 
AD 
A2 
DA 
28 
AG 
90 
4c 
18 
c8 
AG 
69 


91 
74 
G3 
B7 
45 
56 
51 
8F 
88 
oF 
78 
55 


GAA1L:11 
GAA9:11 
OAB1:11 
BABI: 6G 
GAC1:28 
GAC9:DB 


Bg 
Ag 
c8 
8c 
OF 
99 


11 
18 
E8 
12 
Go 
OA 


E9 
69 
EG 
8E 
Bl 
6B 


Go 
G2 
14 
16 
FB 
26 


99 
9D 
DG 
12 
cg 
co 


DB 
cé 
C3 
26 
79 
16 


97 
66 
E4 
36 
4c 
97 


GAF9O:E7 
GBO1:47 
@BG9:60 
@B11:20 
@B19:6D 
6B21:18 
- @B29:3FS 
9B31:91 
9B39:BE 
@B41:F7 
9B49:GE 
9B51:10 
@B59:C9 
@B61:BB 
@B69:A5 
@B71:19 
OB79:F6 
@B81:AD 
@B89:20 
@B91:C9 
@B99:FG 
@BA1:18 
GBA9:12 
9BB1:8D 
@BB9:18 
@BC1:A9 


FG 
OB 
AG 
33 
66 
12 
91 
FB 
11 
OF 
AQ 
26 
F6 
11 
FB 
12 
8D 
18 
3E 
F4 
G2 
AD 
85 
19 
AD 
Ct) 


cg 
Lid 
26 
20 
48 
19 
26 
OA 
2D 
56 
26 
OB 
23 
BC 
18 
FS 
11 
@D 
AG 
41 
G4 
12 
AD 
85 
12 
18 


F6 
12 
33 
GE 
GE 
12 
91 
6B 
GA 
10 
F7 
60 
26 
11 
12 
8D 
20 
19 
oo 
Bl 
ag 
69 
19 
FC 
cg 
12 


Dg 
AE 
OF 
gc 
Ag 
AG 
OF 
AQ 
i) 
60 
OF 
AD 
96 
26 
AS 
1A 
2D 
12 
AD 
FB 
20 
28 
12 
co 
98 
8D 


G3 
16 
AG 
20 
(i) 
UT) 
i) 
F7 
Ol 
26 
20 
BE 
OE 
74 
FC 
12 
GA 
FO 
1A 
cg 
91 
8D 
69 
07 
96 
19 


26 
12 
28 
BA 
8D 
Ag 
26 
8D 
26 
66 
81 
ahh 
AE 
GF 
8D 
Ag 
66 
56 
12 
FS 
FB 
18 
Cr) 
96 
11 
12 


84 
GE 
B8 
83 
FA 
c7 
5c 
36 
E2 
23 
31 
Bl 
76 
FB 
33 
CF 
81 
De 
28 
03 
EF 
72 
68 
1D 
4E 
EA 


OBE9: G2 
GBF1:A2 
GBF9: 20 
@CG1:12 
9CG9:1C 
@C11:A5 
9C19:12 
@C21:F8 
@c29:11 
0C31:8D 
9C39:29 
@C41:12 
@C49:18 


Ag 
CT) 
GE 
AE 
12 
8F 
AC 
9D 
28 
1D 
67 
26 
6D 


8D 
wy} 
26 
12 
E6 
1F 
12 
11 
EG 
26 
6D 
EG 
12 


1c 
12 
BA 
c8 
68 
69 
9D 
) 
A5 
97 
1D 
AS 
69 


12 
8E 
@D 
c8 
20 
65 
62 
07 
8F 
EG 
12 
8F 
6F 


AG 
16 
AC 
E8 
97 
AE 
12 
99 
29 
AS 
8D 
29 
AC 


Ci) 
12 
17 
EC 
EO 
16 
AQ 
DB 
1F 
8F 
1b 
gl 
17 


31 
65 
Al 
D9 
CF 
cg 
2c 
TE 
AF 
B6 
EA 
2A 
67 


9C51:12 99 DA 11 68 AY G1 8D 7E 


GC71:AG 11 26 1E AB A5 C5 C9 4D 
GC79:46 D@ 25 AD GB DC C9 7F EB 


GCA9:10 26 FC GC 60 20 SE OF 81 
GCB1:20 2A 16 A2 6G 20 81 G9 1D 


9D31:0B AE BB 11 CA 20 81 09 E7 
@D39:A9 F7 8D BE ll 20 2D BA 31 
0D41:6% 20 EG GE AB BD 20 49 53 
9D49:0F A9 A6 AG 11 26 1E AB 25 
GD51:A@ 1A 26 49 GF AY OO AE AB 
@D59:BF 11 20 CD BD A2 @A AG AS 
9D61:GF 18 26 GA E5 AY B3 AG 8B 
6D69:11 26 1E AB AQ GG 8D 29 1B 
@D71:12 8D 21 12 AD CG 1l FO CO 
@D79:16 18 AD 24 12 69 BA 26 C6 
@D81:F4 BE AO G1 26 F7 GF 26 FD 
@D89:66 140 AD C@ 11 DG EA AD E8 
@D91:Cl 11 FO 16 18 AD 26 12 1A 
@D99:69 32 26 F4 GE AY B5 26 89 
G@DA1:F7 OF 26 8B 16 AD Cl ll 64 
G@DA9:DB EA 29 2A 16 AD BG 8D 42 
@DB1:18 12 8D 19 12 26 FC GC B6 
@DB9:6@ AC 17 12 B9 DA 11 8D 1c 
@DC1:BA 11 B9 DB 11 8D BD 11 BD 
G@DC9:AG GG A2 BG EC 16 12 FO 5D 
@DD1:15 38 B9 DA 11 ED BA ll 36 
@DD9:8D C5 11 B9 DB 1l ED BD A6 
G@DE1:11 OD C5 11 FO 68 CB CB 93 
@DE9:E8 E@ 14 DO DF 6G 20 BE OF 
@DF1:0C 4C BA @D 38 AD C3 1l 5E 
GDF9:ED 22 12 8D BA 1l AD C4 E8 
GE@1:11 ED 23 12 6D BA 11 96 AC 
@EG9:16 18 AD 22 12 6D 24 12 AE 
GE11:8D 22 12 AD 23 12 6D 25 FA 
GE19:12 8D 23 12 26 AC 10 60 5B 
@E21:AD 26 12 29 87 DG 19 AD CO 
@E29:98 8D G1 D4 AY 81 8D O4 DG 
GE31:D4 AOS GF 8D 65 D4 AD FG IC 


GE59:8D 66 D4 26 56 OF 60 AD 83 
9B61:37 8D G1 D4 A9 83 8D G4 64 
GE69:D4 AI FG 8D G5 D4 AD GF 2F 
GE71:8D 66 D4 20 50 GF 66 AI 9B 
@E79:C8 8D G1 D4 AO 13 8D G4 83 


@E81:D4 
@E89:8D 
GE91:C8 
GE99:D4 
GEA1:8D 
GEA9: 37 
@EB1:D4 
GEB9:8D 


GEC1:58 
GEC9:D4 
@ED1:8D 
GED9: 26 


GFO9:E5 
@F11:CD 
GF19:D9 
@F21:11 
@F29:DA 
GF31:FC 
GF39:A9 
GOF41:85 
GF49:A2 
GF51:0F 
GF59:05 
OF61:00 
GF69:EE 
@F71:D0 
GF79:85 
GOF81:FB 
GF89:50 
@F91:A9 
GF99:FC 
@FAL:BA 
OFA9:ED 
OFB1:ED 
@FB9:C8B 
@FC1:C5 
@FC9:C5 
GFD1:ED 
@FD9:ED 
GFE1:C8 
@FE9:C5 
@FF1:C5 
GFF9:C3 
1691:69 
1009:61 
1611:C4 
1619:18 
1621:C3 
1629:66 
1931:99 
1639:66 
1641:C8 
1649:18 
1651:11 


A 
1@A9:CD 


A9 FF 8D 65 D4 AQ GF 29 
G6 D4 206 50 GF 60 AY B3 
8D G1 D4 AQ 85 8D G4 65 
A9 OF 8D @5 D4 AO FF 14 
G6 D4 26 50 GF 68 AD CB 
8D G1 D4 A9 13 8D O04 EA 
A9 6G 8D @5 D4 AI FO 3B 
G6 D4 26 56 GF 66 AD E3 
8D 61 D4 A9 81 8D G4 4D 
A9 09 8D 65 D4 AD FO 74 
06 D4 A9 OF 8D 18 D4 1F 
91 GF 20 EG GE 60 A2 FG 
FF D3 CA D@ 84 
A® GE 18 20 ED 
2@ 12 AD 21 37 
21 12 26 CO A4 
16 18 26 OA 75 
AD 21 12 AE 2@ 12 20 @5 
BD A2 FG 20 91 GF E8 37 
FA 6@ AE BB 11 AC BC 8D 
20 74 OF AG GG 66 BY CE 
11 85 FB B9 DB ll 85 4E 
60 Bl FB C9 F8 98 64 33 
20 91 FB 6@ AD 18 12 22 
FB AD 19 12 85 FC 69 69 
99 18 26 GA E5 68 AD 52 
8D 18 D4 26 91 GF'A9 BY 
8D 27 12 60 AS GG AG AD 
99 C6 11 99 DA ll 99 C3 
11 99 62 12 C8 CO 14 DE 
EF 66 98 85 FB A9 64 FC 
FC EG 6G FG 11 18 AS 57 
69 28 85 FB A5 FC 69 2F 
85 FC CA 4C 7B GF 66 24 
B6 8D BA 11 69 @1 DB 9G 
AD BA 11 18 69 @1 8D FF 
1l D@ Fl 66 38 AD GF EG 
BA 11 8D C5 11 AQ 27 55 
BD 11 @D C5 11 98 3D F9 
38 A9 E7 ED BA ll 8D 98 
11 A9 63 ED BD 11 @D G2 
11 96 29 C8 38 AY 63 91 
BA 11 8D C5 11 AO OO 56 
BD 11 6D C5 11 96 15 F9 
38 A9 G9 ED BA ll 8D 42 
11 A9 @@ ED BD 11 @D F9 
11 98 G1 C8 68 18 6D BE 
11 8D C3 11 AD C4 11 66 
@@ 8D C4 11 A2 18 AO B7 
AD C3 11 8D BA 1l AD C5 
11 8D BD 11 20 A6 OF CA 
28 OA ES AD C4 11 AE 3E 
11 20 CD BD 20 F5 OD AF 
AG 6G AD 26 99 BB G4 AT 
08 G5 99 88 G6 99 98 3c 
C8 DG Fl 6@ AC BF 11 GE 
8C BF 1l A2 18 AG GB B3 
26 GA ES AQ OG AE BF 87 
28 CD BD 68 AC C@ 11 DF 
8C C@ 11 4C 76 10 AC 1B 
11 88 8C CH 11 CG 99 D4 
8D D3 @7 A2 D6 
26 GA E5 AQ 28 
26 CD BD 66 82 
8C Cl 1l 4c FG 
1@ AC Cl 11 88 8C Cl B2 
CB 89 DB G5 AI 26 8D 35 
07 A2 18 AG 18 18 26 F3 
ES A9 6G AE Cl 11 26 34 
BD 69 20 78 BE AC C2 46 


AUGUST 1992 COMPUTE G-33 


PROGRAMS 


16Bl:11 CO GA FO B9 CB BC C2 22 
10B9:11 A9 FE 99 DC @7 68 AD B7 
10C1:1B 12 D@ 18 20 A8 GE AC FB 
16C9:C2 11 F@ G8 AI 28 AC C2 18 
1@D1:11 99 DC 67 CO FF F@ 64 D8 
16D9:88 8C C2 11 66 BB BG BB 
19E1:86 68 88 3C 66 C3 C3 66 FS 
16E9:3C BC 96 BG BO BG BB BG EB 
16F1:66 66 66 12 26 53 43 4F 57 
16F9:52 45 3A 26 20 4C 45 56 FO 
1101:45 4C 3A 206 20 50 4F 58 53 
1169:3A 26 26 48 49 54 3A 26 09 
1111:26 45 58 54 52 41 3A 26 11 
1119:28 26 26 26 20 92 34 36 35 
1121:36 38 36 36 12 26 26 92 54 
1129328 280 286 20 20 26 12 26 2F 
1131:26 92 26 26 26 26 12 26 D3 
1139:20 92 26 26 26 26 12 26 DB 
1141:26 92 66 3C 18 18 18 668 2D 
1149:08 60 84 BB BO BG BB 3C AT 
1151:18 18 18 @@6 FF FF FF C3 4C 
1159:66 66 66 66 FF FF FF FF 7B 
1161:18 18 18 8E 1C 93 66 42 F2 
1169:41 4C 4C 4F 4F 4E 26 56 62 
1171:4F 50 66 54 4F 28 58 4c 7C¢ 
1179:41 59 66 50 52 45 53 53 39 
1181:20 41 4B 59 20 4B 45 59 75 
1189:26 4F 52 26 4D 4F 56 45 75 
1191:26 4A 4F 59 53 54 49 43 97 
1199:4B 60 1D 47 41 4D 45 20 63 
11A1:4F 56 45 52 @8 45 4E 44 C4 
11A9:26 4F 46 26 4C 45 56 45 E3 
11B1:4C 06 42 4F 4B 55 53 3A DF 
11B9:98 GO 6G GB GB BB BB BB DB 


Maurice Yanney used Fast Assembler 
from the Gazette Power Tools disk to 
write this program. He lives in Leba- 
non,.Pennsylvania. 


SUB ATTACK II 


By Tai Bush 


If you like underwater arcade-style, 


games, you're going to love Sub Attack 
Il. This fast-paced game for the 64 can ac- 
commodate up to eight players. Enemy 
targets include submarines, airplanes, 
trawlers, and helicopters, and you can 
play on any of 40 levels. Scenarios are 
played in different combinations of clear 
or murky waters and clear or cloudy 
skies. 


Entering the Game 

Sub Attack II is written entirely in ma- 
chine language, but it loads and runs 
like a BASIC program. To enter it, you'll 
need MLX, our machine language en- 
try program; see “Typing Aids” else- 
where in this section. When MLX 
prompts, respond with the following. 


Starting address: 0801 
G-34 | COMPUTE AUGUST 1992 


Ending address: 1B18 


Be sure to save a copy of the program 
before exiting MLX. 


Prepare for Action 

From the opening menu, select the lev- 
el and number of players desired. 
Press f1 to start the game. You control 
the black ship in the center of the 
screen. Use a joystick to move the 
ship left or right. Press the fire button to 
fire straight up. Tilt the joystick left or 
right and press the fire button to fire to- 
ward the sides. Pull back on the joys- 
tick and press the fire button to drop a 
depth charge. Each level lasts approx- 
imately one minute. 


Enemy Forces 
You'll face a formidable fleet of enemy 


forces. Here are some important facts 


about their weapon systems. 

Blue submarines fire torpedoes ran- 
domly toward the top of the screen, 
These torpedoes are deadly if they hit 
your ship or if your ship plows into a wa- 
ter spout created by their explosions. 

Airplanes drop bombs as they pass 
directly over your ship. They also drop 
bombs whenever they're hit. If you 
shoot one down, avoid it as it crashes 
into the water. 

Trawlers travel half the distance 
across the screen, then turn and 
leave. They drop mines that explode at 
random intervals. 

Helicopters have unlimited ammuni- 
tion. They drop bombs above your 
ship. Be careful whenever they hover— 
they drop bombs continuously. 

Turtles are replicas of the first oper- 
ational submarine, built in 1776 by 
David Bushnell and called the Turtle. 
These Turtles are black and white, and 
they fire yellow missiles that explode 
when they reach the surface. 

Gray submarines fire missiles that en- 
ter the atmosphere, turn, and explode 
when they fall back to the surface. 

Jet planes drop parachute bombs. 


Scoring 

Blue submarines, airplanes, and trawl- 
ers earn you 10 points each when hit; 
all other enemies are worth 20 points 
each. Levels 1-10 are played in clear 
waters and are considered easy. Lev- 
els 11-20 are played in murky waters 


and are moderate. Skies are clear in 
these levels. Levels 21-30 are played 
in clear waters and cloudy skies, and 
levels 31-40 are played in murky wa- 
ters and cloudy skies. These last 20 lev- 
els are difficult. 

Press P at any time to pause the 
game. Press it again to continue. 


SUB ATTACK II 


9801:0B G8 76 17 9E 32 34 36 6E 
9809:37 84 G6 GB 26 20 20 20 96 
G811:28 20 20 26 26 AB C4 BO G6 
9819:3C 68 99 F8 G6 BO FD @8 F6 
0821:99 33 G3 88 D@ Fl AG G9 4c 
9829:B9 GC 68 99 FF G3 88 D@ Al 
0831:F7 A9 Bl 85 2D AO 1F 85 16 
@839:2E 4C 6G G1 14 EO OG El 89 
0841:1F 8F 19 BO 6E G9 99 EB 37 
@849:07 C8 DO F7 EE G2 @1 EE 19 
0851:05 61 C6 F9 D@ ED A2 63 23 
0859:26 34 63 FO 33 C9 G7 DG 95 
0861:16 A2 G1 20 34 G3 DO BA AB 
@869:A2 64 26 34 63 18 69 67 65 
0871:16 65 A2 GA 26 34 63 85 1D 
0879:A8 AS A7 85 AY AS FE 85 FB 
O881:F7 AS FF 85 F8 26 6C 63 73 
F8 85 FF AS F7 85 FE 72 
26 34 63 D@ 1E A2 68 21 
34 63 AG G2 84 AB 85 2A 
18 A5 FC 65 A6 85 F7 58 
FD 65 A7 85 F8 26 6C EF 
@8B1:03 4C 13 61 E8 26 34 63 FB 
98B9:D@8 1C AG G3 84 AB EB 26 36 
G8C1:34 63 FO G8 A2 G8 26 34 F4 
4C 5C Ol A2 BC 26 34 C3 
E6 A7 4C 5C Gl E8 20 AF 
G3 D@ GA EB 29 34 G3 B2 
69 64 A8 DO D6 E8 26 37 
03 DO BA A2 G2 2G 34 21 
18 69 G6 D@ ED A2 G8 A2 
34 03 DG E6 AD BB 85 F7 
A4 FB F@ GC 66 FA 2A 37 
A7 C6 FB CA DG F2 AB DB 
48 Bl FE 85 FA AQ 68 FE 
FB 68 A4 FE DO G2 C6 4A 
C6 FE C@ £7 DG DE A4 BS 
C@ G7 D@ DB AI 37 85 BA 
58 4C @D G8 A4 AB FO 49 
9939:22 A5 F7 38 E5 A8 BO G3 7E 
0941:C6 F8 38 85 F7 AS FC ES 8A 
9949:A8 BG 62 C6 FD 85 FC Bl 3A 
G6951:F7 88 91 FC 98 DG F8 C4 42 
6959:A9 FG GA Bl F7 C6 FD C6 76 
696 C6 AI 10 EC 66 78 E6 98 
096 4C 16 88 66 88 GC B8 75 
G971:01 G6 9E 32 38 36 31 E3 9B 
9979:25 AQ 1C 47 G9 18 AD 8G EC 
9981:8D 8A C9 GF 8D 18 65 51 
9E 28 23 19 26 67 B9 2A 
G4 84 7E 8D BA 63 20 51 
OB 206 7F GE 26 38 10 32 
69A1:20 D5 GC D1 Cl GD 20 CO 1B 
69A9:15 20 9F FF 81 1B C4 DB 26 
09B1:73 45 50 DO F9 4C 27 B8 ED 
G9B9:59 AA F3 78 6D G4 15 44 13 
G9C1:BD DA 15 95 D4 64 35 Cl 3F 


Bae 


GA69:G1 
GA71:79 
GA79:11 
GA81:67 
GA89:64 
GA91:71 
GAI9:AG 
@AA1:AC 
GAAI:AG 
@AB1:79 
GAB9: 09 
GAC1:69 
@AC9: 46 
@AD1:16 
GAD9: 26 
GAE1:20 
GAE9:27 
GAF1:13 
GAF9: 30 
GBG61:39 
@BG9:64 
@B11:14 
GB19: 98 
@B21:A2 
GB29:38 
@B31:55 
@B39:4C 
GB41:A2 
@B49:CA 
GB51:DG 
@B59:8C 
6B61:DB 
GB69:1C 
@B71:BC 
@B79:C6 
@B81:61 
GB89:82 
0B91:61 
GB99:06 
@BA1:43 
GBA9:81 
OBB1:F8 
GBB9:12 
@BC1:32 
@BC9:9D 
@BD1:4C 
9BD9:35 
GBE1:61 
GBE9:94 
GBF1:38 


@4 
79 
46 
AG 
80 
65 
13 
B3 
15 
8D 
cs 
11 
43 
42 
6G 
1D 
18 
A4 
69 
2F 
ca 
Ag 
BC 
9A 
49 
8D 
AG 
B9 
A2 
DF 
04 
66 
AG 
3E 
82 
69 
ol 
G2 
Os 
41 
65 
BC 
26 
64 
96 
34 
60 
12 
G3 
@4 


67 
AB 
9D 
65 
21 
99 
G7 
61 
8c 
B9 
ES 
36 
78 
UE) 
@D 
8c 
CA 
@4 
G4 
4a 
37 
8A 
BO 
E7 
E6 
A6 
28 
6A 
ce 
29 
8D 
14 
25 
GA 
GA 
66 
11 
G3 
(oly) 
66 
84 
18 
og 
69 
7A 
8c 
E2 
21 
18 
44 


OBF9:69 
@CO1:AB 
9CG9:6D 
GC11:C4 
GC19:88 
@C21:96 
OC29:F5 
@C31:D2 
@C39:9A 
@C41:65 
9C49:320 
GC51:82 
9C59:25 
GC61:86 


GOC81:AA 
9C89:58 
@C91:8D 


@CE1:CE 
G@CE9: 23 
GCF1:89 
GCF9:64 
@DG1:8C 
GDG9: 46 
9D11:18 
@D19:4C 
@D21:61 
@D29:1E 
9D31:8C 
@D39:55 
@D41:FF 
GD49:95 
6051:37 
@D59:C9 
OD61:11 
GD69:2E 
@D71:8E 
@D79:4F 
9D81:5D 
9D89:B9 
@D91:60 
GD99: 26 
GDA1:C8 
GODAY9: 22 
6DB1:D6 
ODB9: 68 
6pC1:4D 
@DC9:E2 
@DD1:1E 
@DD9:A6 
@DE1: 26 
@DE9:3E 
@DF1:47 
ODF9:52 
GEO1:9B 
GEG9:FC 
GE11:36 
GE19:FO 
GE21:G0E 


GE29:CA 
@E31:1A 
GE39:09 
GE41:26 
GE49:06 
@E51:77 
GE59:A2 
GB61:58 
GE69: GC 
GE71:4E 
GE79:AD 
GE81:B2 
GE89:4A 
@E91:11 
GE99:CO 
@EA1:AD 
@EA9:AD 
GEB1:FB 
GEB9:G2 
GEC1:65 
GEC9:C7 
GED1:B4 
GED9:A9 
@EE1:DE 
GEE9:CE 
GEF1:9E 
GEF9: 43 
GFO1:98 
GFOI:FA 
GF11:2A 
GF19:D6 
GF21:29 
GF29:04 
GF31:3C 
GF39:A6 
GF41:C9 
@F49:C9 
GF51:06 
OF59:E1 
OF61:C7 
GF69:14 
GF71:0B 
GF79:9F 
GOF81:71 
@F89:57 
@F91:DE 
GF99:7E 
@FA1:ED 
GFA9: 8F 
GFB1:BB 
GFB9: 68 
@FC1:A3 
GFC9:26 
GFD1:A2 
GFD9:DG 
OFE1:62 
OFE9:41 
OFF1:66 
GFF9:08 
1661:99 
1969:AG 
1611:00 
1619:4E 
1621:09 
1629: 2F 
1631:16 
1039:16 
1641:1A 
1649:E3 
1651:DF 


51 A6 68 8C DB 44 
51 1D 68 14 E4 44 


AUGUST 1992 COMPUTE 


PROGRAMS 


1659:E6 51 B7 68 6E E7 44 A3 FD |1289:91 90 GE DA FG 10 SE 42 D@ | 14B9:14 87 37 36 61 52 5C BB 7A 
1961:EB Dl 3C 18 60 8A 28 1F 91 | 1291:DA CE 43 65 F3 BG DG 68 F3 | 14C1:86 BD 3D GE 18 69 G1 2D B7 
1069:86 68 G1 D@ G1 AD 7 D3 87 | 1299:95 90 CA 63 14 1A 1F BG 34 | 14C9:98 G5 F7 C9 G1 44 DD 26 14 
1971:CC 51 D3 68 14 71 12 C9 Al | 12A1:CG 68 CO FD G9 41 G1 74 F9 | 14D1:DB GF B9 G4 DG CD AD FG 2D 
1979:D9 CA 8F DB E6 A3 28 39 38 | 12A9:85 C2 44 FG 12 64 DD OF C5 | 14D9:14 BG 96 95 C2 4C B5 17 6D 
1681:DF 17 83 AG 16 C9 E3 D2 44 | 12B1:07 AS FC 77 85 FC A5 FB 41 | 14E1:A9 C7 9D OG BF G6 83 CO 49 
1089:AG Bl 15 C9 E6 84 GF 46 4D | 12B9:D9 GA DB 51 FG D7 62 G1 29 | 1469:03 96 F2 G7 GA AY OG AG 1E 
1691:17 C9 EB 52 Al EE 51 DB 99 | 12cl:FC 83 25 FC FO G9 49 G1 F8 | 14F1:18 8G A9 EE EA 2F FE C7 44 
1699:18 C9 EE 98 68 17 FG BG 51 | 12C9:16 13 FO 62 18 69 38 66 GF | 14F9:72 AE AS G9 26 G5 D1 3F C4 
16A1:68 DC 17 66 Cl E2 8B B5 7C | 12D1:BA A6 1A 9E 44 99 31 27 18 | 1501:C9 EF F@ 3C 73 27 23 DG 3D 
10A9:GC 1A GB 12 1A OB 5G 9C 13 | 12D9:A4 AO 18 9A G4 22 1G EG 11 | 1509:25 GF G4 AD 98 26 BA DG OF 
10B1:F9 21 9A E@ 2F G8 11 E8 1D/12E1:6B 19 16 E2 GA G8 82 8G BB | 1511:AG 18 1D 1A 86 GD 11 B9 6A 
19B9:CD 19 BG 1F 13 C9 OF FG FE | 1269:0B 26 BG 68 F3 G9 88 85 8C | 1519:AD AG GA SD G4 8D 16 97 67 
10C1:38 93 36 30 79 44 2B 72 91 | 12F1:BD G6 29 GF C9 G7 DG G3 9B |1521:42 26 84 A3 66 C9 9D BB 55 
16C9:44 26 72 E8 8B 4C C4 11 9A | 12F9:FE 29 41 F8 2A 68 CO 4F 63 | 1529:06 15 28 G4 20 1A Bl 4C 98 
10D1:C9 32 BG 1c BG Cl 82 E5 34 | 13G1:E0 FO GC 1E 64 GD 93 G9 BE | 1531:2B F2 DD 9C 41 68 96 46 DO 
16D9:F6 15 18 69 FB SE GD 3A FE | 1369:4C 03 15 7A FB AG 26 78 7B | 1539:B8 A9 G5 26 1D 5C 80 5E 86 
1GE1:EF 85 @8 F3 SE F@ G3 FE 57 | 1311:15 37 56 30 64 51 C8 C8 24 | 1541:10 28 G4 GA DF C2 BC C9 EB 
1GE9:5C DE 82 B@ 85 31 93 7D BB | 1319:C@ G6 DG G2 78 FG 55 BS 46 | 1549:E9 9A 81 83 CB 66 4D 18 22 
16F1:B7 63 1C GA 16 Al A4 El G5 | 1321:02 44 9C Al C2 GD DG 98 8B | 1551:A9 G2 206 E3 BA 41 41 C9 BB 
16F9:E5 11 @5 GC 1A D3 26 4F 62 | 1329:16 Dl £1 FG GA AB CB 68 16 | 1559:E8 86 62 El A8 C9 JE 9G 32 
1161:CF 34 D@ 61 DB 1D 44 G2 CD | 1331:2A El 24 1B 686 18 24 20 E6 | 1561:GA DE 15 BD B4 20 5D G3 AA 
1109:60 96 1B A3 GA 29 C7 86 75 | 1339:62 42 83 E2 EG 1E 8A C9 1E | 1569:DG 28 26 FB 12 C9 A4 DO 9B 
1111:60 D3 1B 78 D4 83 85 47 99 | 1341:62 DG E6 D2 AB G6 1E 19 59 | 1571:E2 88 98 16 84 BG 88 C9 G3 
1119:4E C6 FO 14 C9 CB F@ 10 E2 | 1349:A9 E2 4C 39 15 8A GA AB AY | 1579:EA FG DC AD BA G3 3D 24 4C 
1121:66 E7 64 C2 C2 C9 G5 98 C4 | 1351:66 38 13 6A FO BA C9 7E 43 | 1581:51 F2 1B GE FE FA 3B 20 30 
1129:63 40 8B Cl 13 30 32 G3 2B | 1359:F@ B6 4C 41 15 EG Fl ED 41 | 1589:26 E5 GA AQ GE 4C 56 G8 6F 
1131:03 87 5F 30 BGO 86 FE Al E4 | 1361:6C 79 38 E2 FG G8 F2 18 F6 | 1591:22 2E G7 G4 FG G9 DE F6 D9 
1139:CC 16 22 3A 86 G4 GE 29 37 | 1369:70 14 98 5D 32 51 41 G3 11 | 1599:26 Fl 12 4C B6 18 B9 Bl El 
1141:C@ C2 51 64 22 G1 SA CD 76 | 1371:3B 63 33 34 18 El 73 18 E6 | 15Al1:BC @@ 8A B87 CD @5 8C BA 91 
1149:4C 6B 12 A9 11 6A 45 CG C6 | 1379:84 67 39 6B AY E3 2A B7 B3 | 15A9:CD 87 DG FS B5 CD B9 DB E7 
1151:CC F9 11 C9 CE BO 2C 38 EG | 1381:76 64 C2 2F C9 96 DG 34 AA | 15Bl:DG G5 AQ 14 9D B7 63 AD 7B 
1159:35 89 C9 96 FG 11 94 C9 DI | 1389:A9 G3 E8 8D CO 98 EE 17 98 | 15B9:15 DG 3D 27 10 FO 61 60 63 
1161:CD FG G5 23 28 D6 86 G2 19 | 1391:61 AD BC 63 29 G7 AG GB 12 | 15C1:AD 1B D4 C9 48 BO CG G7 GE 
1169:4C E2 62 CE C6 GC 38 76 CE | 1399:AA El G4 80 26 DA 15 AG 4D | 15C9:4F EB 9D 4D 3F AQ Gl 9D SE 
1171:4A GE 67 85 30 42 8F G8 33 | 13A1:46 D9 67 68 AA BD ED 44 2C | 15D1:2C DG 26 3F 13 4C 65 13 E5 
1179:C8 AA EC AQ Gl 29 8C 4C F4 | 13A9:16 24 48 FD 15 99 25 38 5E | 15D9:73 72 83 C9 Al DO BC BY 89 
1181:C@ D2 FO OD FE 94 @4 DG CA | 13B1:BD OD 16 99 26 38 60 81 AA | 15E1:B6 38 EY GA 99 OB DG 4C 3A 
1189:26 GC 30 GE 96 G8 20 GF 2D | 13B9:F2 7C C2 26 C9 40 C8 GB B3 | 15E9:8D 12 86 BS 44 21 20 SC 3E 
1191:10 G5 4C C4 68 BB 8B 8D 9A | 13Cl:31 D8 15 65 Gl G5 G4 36 G4 | 15F1:2A BG 52 AD G3 46 60 BD 35 
1199:9C 8C 68 C8 99 23 GE 72 A2 | 13C9:C2 20 G3 G1 3C 8D 56 21 A3 | 15F9:65 C9 ED FG B6 FE FD 87 CA 
11A1:E6 28 86 9C 8C 2C C8 C9 8B} 13p1:40 50 54 BG C4 22 BC 48 32 | 1601:A9 G6 9D 60 1C 60 FG E2 64 
11A9:56 25 8C 84 8D Al 22 27 75 | 13D9:C9 DB FO 18 93 F3 GE E4 E8 | 1609:4C F8 18 DE 61 B8 BD Bl A2 
11B1:A3 07 2E F2 18 65 BA C8 EF | 13E1:DD D@ 1A BC D@ GC 9C DG FA | 1611:03 29 G1 DB 9E 4c 35 13 D9 
11B9:B@ 59 25 22 7D E8 66 Bl 53 | 13E9:22 75 8E 78 G8 GA GC 1D 75 |1619:A9 GG 80 72 96 AY 33 GA 6B 
11C1:B9 91 62 38 ES FB 13 96 BE | 13F1:C@ 82 26 30 18 66 73 98 A2 | 1621:03 OA D@ A4 28 40 BA D1 DD 
11C9:E9 AJ 12 38 E9 B2 12 E2 32 | 13F9:E7 17 AD 7F C3 FC 11 B9 75 | 1629:A4 29 BI GB D3 99 BB 2B 59 
11D1:28 88 2D 20 98 07 23 GO F6 | 1461:DF E6 39 67 E7 2C EG 26 3C | 1631:60 F8 EB A9 37 85 Gl C8 4E 
11D9:68 33 21 82 85 20 1D 38 38 | 1499:61 BD 7E 16 D9 C6 95 G6 9D | 1639:8C BE DC 88 85 Fl 2A BO 4C 
11E1:DA 8A 76 85 FB A5 32 G7 SC | 1411:4C Fl 12 BE C8 D2 26 38 14 | 1641:30 68 2C 98 AA 91 FB C8 GB 
11£9:0E 8C G5 FB 8A 72 88 84 4A | 1419:37 10 FA 61 DG G6 C1 CS 38 | 1649:DG BB FC 43 74 OD DG F4 4E 
11F1:39 18 32 16 82 @6 1C 42 8C | 1421:95 16 65 C5 C7 21 62 BG 1A | 1651:AA AQ 55 D8 AY 1B 85 FC 37 
11F9:71 15 76 C6 81 GF 24 GA 2F | 1429:63 9D B4 98 26 AG 13 78 A4 | 1659:68 OB FD E8 BD E5 1A 85 D9 
1261:83 DG F9 AD 12 CD 55 33 DA |1431:EC 81 1C 4D BG @7 1A 64 C2 |1661:FE E8 Bl FB F2 F8 DG G2 5C 
1209:F@ F9 4B 8D GE DC 60 C9 D4 | 1439:86 41 9A FG 25 BD 51 12 29 | 1669:E6 FC C9 DF FO GF C9 DD B4 
1211:D6 EG 26 21 CG 44 AG G7 SA | 1441246 4E 16 19 66 E2 26 56 DS |1671:FG E4 91 FD E6 FD DG EA 1D 
1219:69 A8 03 E3 26 D4 FO 54 E4 | 1449:G8 60 87 86 A2 A3 G3 98 C8 |1679:E6 FE 4C 75 19 8F OB 9E 75 
1221:C9 D7 FG 58 C9 D5 FO 63 2E | 1451:86 OD 83 69 AY GC 9D AE 65 | 1681:8A 9D 3C C9 AC 18 DG FB DE 
1229:C9 D8 FO SF A3 D7 CF 12 AA | 1459:63 4C FB 64 1F 85 BF 10 74 | 1689:BA BO 8D C5 C2 07 19 FF OF 
1231:93 18 74 84 88 AJ O5 56 47 |1461:7A FE DB 16 B2 FE E5 72 33 | 1691:85 FB 38 33 OD A® BD E8 A7 
1239:7D 86 DG 3F FE 81 3D Cl E5 |1469:FE EA 07 F9 8B C3 21 AC A6 | 1699:18 26 FG FF E6 FB A6 FB 68 
1241:2A 16 GC 88 D3 C3 G4 G3 CH |1471:D8 B8 BF AC 49 G1 GA 2D 5G | 16A1:EG 66 F@ OB BD 4E 1A FO F2 
1249:8C 2F DA 4C F6 EG 11 64 Gl |1479:62 6F 96 45 C9 EC BG 41 BO | 16A9:E8 DA AE 93 B7 19 20 E4 57 
1251:48 59 A9 D9 E5 23 16 1E C8 | 1481:32 78 59 DB 39 5C 25 32 DG | 16B1:FF C9 86 FO 34 C9 87 FO FB 
1259:BC 41 Bl 31 14 18 3B 81 74 |1489:F1 3C E6 E6 48 G2 86 62 BE | 16B9:4D C9 88 FG 46 C9 85 DI 5D 
1261:06 53 37 18 4C 83 AS F3 75 |1491:C6 66 61 94 21 87 D2 6C 63 | 16C1:29 GB AY G2 EC 4A 16 FO 85 
1269:26 44 G4 16 BG 4C 82 GA F8 |1499:C9 5B BG 13 95 68 GA BG D7 | 16C9:64 98 G2 AI FE 9D 5D G3 23 
1271:58 41 98 6G 12 AQ G2 A7 G8 |14A1:59 8B GG G4 CF 6A Dl 646 C5 | 16D1:E8 EG G8 DG ED A2 G7 ED AA 
1279:16 C4 5A 96 E@ A4 42 5D GA |14A9:DC 5G 8G 1C GE 7G G1 4C A6 | 16D9:38 9D 8D CA DG FA AY 93 3D 
1281:35 E@ D4 65 D9 GB D6 E6 F2 |14B1:E5 11 78 59 71 14 C3 Gl 1A | 16E1:26 D2 FF 4C B4 8A Fl 5C A7 


G-36 COMPUTE AUGUST 1992 


16E9:68 
16F1:D3 
16F9:13 
17@1:AD 
1769:8D 
1711:EE 
1719:87 
1721:66 
1729:11 
1731:AC 
1739:56 
1741:38 
1749: 4D 
1751:4C 
1759:53 
1761:E3 
1769: 20 
1771:56 
1779:3C 
1781:54 
1789:14 
1791:66 
1799:BD 
L7A1L:F1l 
17A9: G8 
17B1:E8 
17B9:2C 
17C1:B8 
17C9:AA 
17D1:3A 
17D9:2E 
17E1:@D 
17E9:11 
17F1:2E 
17F9:64 
1861:58 
1869:54 
1811:53 
1819:37 
1821:D@ 
1829:61 
1831:13 
1839:AA 
1841:81 
1849:66 
1851:88 
1859:68 
1861:C2 
1869:AA 
1871:AG 
1879:88 
1881:6A 
1889:DD 
1891:44 
1899:58 
18A1:6A 
18A9:67 
18B1:33 
18B9:8F 
18C1:04 
18C9:60 
18D1:AE 
18D9:5F 
18E1:AG 
18E9:33 
18F1:53 
18F9:1C 
1991:GE 
1969:29 
1911:74 


38 
A3 
AC 
cg 
9E 
G2 
49 
CA 
53 
4B 
52 
39) 
54 
1) 
41 
4c 
DC 
4c 
37 
09 
cs 
5c 
81 
99 
8A 
27 
6c 
EA 
B6 
7A 
74 
4P 
76 
71 
A4 
Bl 
94 
9B 
D4 
De 
EE 
16 
41 
05 
co 
OA 
co 
Bl 
AB 
88 
A2 
G3 
82 
A8 
38 
49 
EE 
G3 
62 
44 
47 
G4 
4G 
B9 
55 
76 
Cr) 
BB 
cl 
78 


76 
58 
1 
42 
39 
59 
88 
3E 
26 
ql 
gc 
4c 
62 
OF 
G6 
OF 
c2 
G5 
36 
E@ 
26 
54 
co 
07 
68 
06 
2E 
AQ 
93 
ol 
15 
55 
DD 
34 
Cs) 
A3 
43 
a7 
55 
7E 
99 
46 
cc 
80 
DD 
41 
08 
G4 
G8 
19 
Bl 
88 
EA 
E2 
c3 
Ag 
Al 
5 
91 
96 
3B 
33 
GG 
GG 


EF 
69 
7B 
pc 
96 
44 
AD 
12 
AE 
cs 
7D 
58 
c8 
OF 
89 
ED 
AE 
cc 
OF 
16 
bg 
20 
64 
Gl 
A8 
oF 
36 
CF 
F2 
65 
AC 
6D 
@D 
cc 
AC 
EE 
D3 
96 
8B 
AF 
1B 
76 
93 
FE 
D2 
D9 
CF 
FB 
68 
8E 
75 
c4 
76 
4B 
CE 
FC 
17 
59 
79 
1F 
35 
3B 
71 
85 


1919:@D 
1921:50 
1929:61 
1931:4A 
1939355 
1941:68 
1949:95 
1951:Bl 
1959:61 
1961:63 
1969:61 
1971319 
1979:0A 
1981:5C 
1989:DD 
1991: 0F 
1999: 8C 
19A1:62 
19A9:40 
19B1:82 
19B9:13 
19C1:36 
19C9:AG 
19D1:2F 
19D9:15 
19E1:27 
19E9: 24 
19F1:58 
19F9:12 
1A01:10 
1AG9:A2 
1A11:6A 
1A19:8C 
1A21:45 
1A29:85 
1A31:96 
1A39:82 
1A41:44 
1A49: 68 
1A51:86 
1A59:62 
1A61:19 
1A69: 68 
1A71:34 
1A79:AG 
1A81:DD 
1A89:72 
1A91:84 
1A99:23 
1AA1:10 
1AA9:A3 
1AB1:106 
1LAB9:A2 
1AC1:DC 
1AC9: 84 
1AD1:61 
1AD9:98 
1AE1:98 
1AE9: 60 
LAF1:8F 
1LAE9:8C 
1B61:290 
1B69:8E 
1B11:0A 


5A 
65 
40 
74 
SA 
21 
Bl 
5c 
8c 
D2 
56 
G2 
96 
9c 
C6 
16 
FF 
6B 
GA 
6A 
56 
20 
82 
GA 
55 
B6 
46 
AQ 
A8 
46 
8E 
A4 
6B 
1D 
cs 
03 
22 
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G8 
TE 
39 
G2 
Oo 
98 
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ol 
12 
14 
AB 
D6 
40 
OA 
28 
46 
EE 
63 
63 
43 
4E 
89 
87 
61 
83 
GG 


6D 
c8 
40 
AG 
15 
68 
86 
8C 
63 
64 
16 
gs 
AA 
44 
AG 
AC 
FO 
16 
gc 
DD 
26 
1c 
E6 
gc 
DD 
42 
22 
cr) 
55 
36 
28 
AA 
o4 
71 
3c 
80 
10 
DD 
58 
1H 
61 
Ct) 
03 
FF 
DD 
06 
28 
G3 
c8 
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40 
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28 
B8 
88 
43 
28 
48 
36 
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GA 
46 
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64 
G1 
F7 
a) 
56 
55 
31 
62 
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BG 
68 
ol 
FG 
Oo 
16 
80 
29 
85 
Ut) 
25 
Ct) 
A8 
68 
1B 
B8 
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46 
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BO 
15 
74 
OA 
G4 
38 
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ol 
48 
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cs 
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OF 
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25 
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B3 
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64 
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63 
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96 
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89 
19 
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oo 


TAG IT 


By Farid Ahmad 
While working on a specific area of a pro- 
gram, you may find it necessary to list the 
same lines repeatedly. You must either 
hunt through the entire listing until you 
find the lines you need or remember and 
enter the proper numbers each time. 
There's an easier way. Tag It is a 
handy, relocatable utility that makes it pos- 
sible to list different parts of a BASIC pro- 
gram with a single keystroke. With Tag It 
you can mark different parts of a listing 
with different tags and list them easily. 
Tag It offers other features as well. 
These include definable function keys, ed- 
iting keys, and an escape key to cancel 
quote or insert mode. 


Entering the Program 

Tag It is written in machine language. 
To enter it, you'll need MLX, our ma- 
chine language entry program; see 
“Typing Aids” elsewhere in this sec- 
tion. When MLX prompts, respond 
with the following. 


Starting address: 0801 
Ending address: 1330 


Be sure to save a copy of the program 
before exiting MLX. 


Using the Program 

When you load and run Tag It, it'll in- 
stall and activate a machine language 
routine. Tag It will display the memory 
area where it has put the routine and 
then ask if you want to create an object 
file. For now, answer no. Any response 
other than Y is taken as a no. 

Now hold down the Commodore key 
and press any of the following keys: Z, 
P,R, A, S, D, or F. Each combination 
lists a different portion of the program. 
You can quickly move the cursor for ed- 
iting by using other combinations with 
the Commodore key. 

Press Commodore-< to move the cur- 
sor to the beginning of a line. Press 
Commodore-> to move the cursor to 
the end of a line. Press Commodore-? 
to move to the middle of a line. Com- 


Tai Bush, a computer science student 
at the University of Colorado at Col- 
orado Springs, enjoys radio-controlled 
boats, electronics, and classical music. 


modore-Crsr Down moves the cursor 
to the bottom left corner of the screen. 

Enter the quote or insert mode. 
Press the Ctrl key to confirm that you're 
in this mode. To escape from the 


AUGUST 1992 COMPUTE G-37 


PROGRAMS 


quote mode, press the Ctrl key and 
Commodore key simultaneously. 


Tags 

A tag consists of a REM statement and 
a letter of the alphabet. You saw a dem- 
onstration of a tag if you pressed the 
Commodore key and one of the letters 
listed above. For an example, list line 
10. If you have entered the line correct- 
ly, you should see REM-A. The letter is 
the tag identifier. You can use any let- 
ter of the alphabet as an identifier. 
Now hold down the Commodore key 
and press A. You'll notice that the pro- 
gram lists from line 10 onward. Sup- 
pose you want to list your program 
from line 600 onward. Add the follow- 
ing line to your program. 


599 REM-T 


By using different letters for different 
lines, you can create up to 26 tags. 
Note that there's no space between 
REM, the minus sign, and the letter. 
This is important. 


Tips and Caveats 

Most programs are written with many 
subroutines, each with a specific job. 
You can use descriptive tags to list 
them. If a subroutine starting at line 
1000 produces a display, you might 
add 999 REM-DISPLAY to your pro- 
gram. Commodore-D will list this sub- 
routine. Note, however, that Tag It us- 
es only the first letter in the word for 
identification. 

For another example, if in the same 
Program you added 2000 REM-DRAW 
TITLE, Commodore-D would still list the 
program from line 999 onward. This is 
because Tag It reads only REM-D in 
both of the above lines; and since line 
999 is found first, the listing starts 
from there. In general, whenever the 
same letter is used in two or more 
tags, the listing starts from the first oc- 
currence of that tag. If you press Com- 
modore-D with Tag It on the screen, 
you'll see the program list Data state- 
ments that begin with line 480. 

Normally, when you press the Com- 
modore key along with a letter key, a 
graphic character is displayed. These 
characters are generally typed within 
print statements. Tag It checks for the 
quote and insert modes. If'either of 


G-38 COMPUTE AUGUST 1992 


these is active, the normal graphic char- 
acter is displayed. If a tag isn't found 
in the listing, nothing happens. 

Tag It will be disabled when you 
press Run/Stop-Restore. Reactivate it 
with SYS and the starting address. 


Function Keys 
Now, hold down the Commodore key 
and press any of the function keys. 
The default function key definitions will 
be displayed. These can be altered. 
List the program to see the default 
function key definitions in lines 220- 
250, or press Commodore-F if Tag It is 
active. You can change these defini- 
tions at will. However, the total length 
of the text of the four function keys (in- 
cluding carriage returns, if used) must 
not exceed 250 characters. A warning 
is given if this happens. 


Relocation 

The BASIC loader puts Tag It at loca- 
tion 49152. This can be changed easi- 
ly by assigning a new address to vari- 
able SA in line 30. The amount of mem- 
ory used will depend upon the length 
of the function key definitions. 

If you answer yes when the program 
asks if you want to create an object 
file, you'll be asked for a filename. Af- 
ter that, a machine language file of Tag 
It is saved on disk. You can install Tag 
It from the object file by using the fol- 
lowing commands. 


LOAD''TAG IT" ,8,1 
NEW 
SYS starting address 


Before saving the object file, you may 
want to change the function key defini- 
tions to your liking. 

If you plan to use Tag It from the BA- 
SIC loader, add the following line to it: 
395 NEW. When you run this new ver- 
sion of Tag It, you'll not be asked if you 
want to create an object file. The pro- 
gram will then execute the NEW com- 
mand after it installs the machine lan- 
guage in memory. 


Compatibility 

Tag It is compatible with BASSEM and 
MetaBASIC. If you use Tag It with Meta- 
BASIC, the 8 function keys provided 
by MetaBASIC will still be active, giving 
you a total of 12 function keys. 


TAG IT 


9801:09 
0809:3F 
9811:38 
0819:32 
@821:34 
0829:54 
0831:57 
@839:2E 
G841:1E 
0849:35 
@851:41 
9859:00 
6861:4F 
G869:4E 
9871:B2 
0879320 
G881:AA 
@889:82 
9891:4B 
0899:A7 
G8A1:26 
@8A9: 20 
@8B1:4E 
98B9:68 
O8C1:4F 
@8C9:5A 
98D1:33 
98D9:48 
@8E1:AA 
G8E9:29 
O8F1:AA 
G8F9:32 
G961:48 
G909:AA 
0911:36 
9919:41 
0921:32 
G929:78 
9931:53 
G939:32 
G941:28 
0949:AB 
@951:7B 
6959:28 
0961:29 
0969:34 
0971:36 
0979: 36 
9981:41 
9989:97 
9991:31 
9999:41 
G9A1:97 
G9A9:32 
99B1:41 
G9B9:97 
G9C1:32 
99C9:41 
99D1:97 
G9D9: 33 
G9E1:41 
G9E9:97 
O9F1:34 
O9F9:41 
GAG1:3A 
GAG922C 
GA11L:3A 
GA19346 


GA 
14 
2c 
31 
2c 
47 
52 
2E 
53 
Go 
53 
08 
45 
8B 
41 
3A 
3A 
Bg 
Bl 
22 
4E 
54 
53 
i) 
41 
46 
36 
B2 
33 
4c 
33 
36 
B2 
34 
3A 
33 
32 
48 
AA 
36 
41 
33 
82 
53 
32 
28 
AB 
93 
36 
41 
AB 
35 
41 
C3 
36 
41 
DB 
36 
41 
F3 
39 
41 
@D 
31 
53 
34 
21 
26 


8F 
97 
3A 
30 
3A 
49 
49 
22 
B2 
g8 
AA 
90 
49 
3c 
45 
4B 
49 
46 
36 
52 
44 
54 
3A 
2D 
45 
B2 
FD 
28 
AD 
B2 
AB 
27 
28 
29 
32 
31 
36 
B2 
34 
3A 
33 
32 
48 
AA 
36 
41 
34 
8C 
2c 
36 
96 
2c 
35 
AG 
2c 
36 
AA 
2c 
36 
B4 
2c 
39 
BE 
37 
AA 
1} 
D2 
45 


2D 
35 
97 
3A 
99 
54 
4E 
UI) 
34 
28 
33 
8F 
54 
Ut) 
41 
B2 
2c 
C1) 
31 
52 
41 
45 
86 
52 
8o 
53 
08 
28 
32 
28 
48 
69 
28 
AD 
B2 
29 
Cl) 
BS 
32 
4c 
34 
35 
34 
33 
29 
AA 
AC 
6G 
4c 
37 
VT) 
4c 
ai 
Uy) 
4c 
32 
oo 
4c 
37 
i) 
4c 
37 
i) 
2c 
31 
OA 
Ci) 
59 


0a 
32 
33 
36 
Oks 
12 
2E 
68 
31 
45 
35 
58 
49 
49 
87 
4B 
3A 
43 
39 
52 
41 
45 
c7 
4c 
68 
AA 
Oo 
41 
36 
41 
AC 
GG 
41 
35 
53 
48 
69 
28 
AD 
B2 
29 
Go 
BS 
36 
4C 
37 
35 
53 
3A 
48 
53 
3A 
48 
53 
3A 
48 
53 
3A 
48 
33 
3A 
48 
53 
34 
38 
4) 
2D 
Go 


GA21:56 
@A29:329 


46 
50 


24 
4FP 


28 
4B 


GA49:36 
GA51:28 
GA59:00 
GA61:22 
GA69:4E 
GA71:09 
6A79:33 
@A81:54 
@A89:29 
GA91:28 
GA99:4E 
@AA1:29 
@AA9:CC 
GAB1:31 
GAB9: 46 
GAC1:A7 
GAC9:20 
@AD1:66 
GAD9:B2 
GAE1:AA 
GAE9:29 
GAF1:4C 
GAF9: 46 
@BG1:54 
@BG9:22 
@B11:54 
9B19:52 
@B21:36 
9B29:28 
6B31:58 
9B39:28 
@B41:29 
9B49:31 
@B51:2C 
9B59:6B 
@B61:54 
@B69:31 
@B71:2C 
@B79:52 
@B81:B2 
@B89:98 
@B91:54 
9B99:6B 
@BA1: 9B 
@BA9:1D 
@BB1:54 
GBB9: 20 
@BC1:61 
@BC9:43 
GBD1: 20 
@BD9: 26 
OBE1:15 
OBE9:53 
@BF1:45 
GOBF9: 20 
@CG1:22 
6CG9:3A 
G@C1l:Al 
9C19:8B 
@C21:A7 
6C29:3A 
@C31:4E 
6C39:6G 
@C41:41 
GC49:46 


33 
Go 
32 
43 
59 
8o 
22 
c7 
FA 
B2 
c7 
@4 
81 
34 
29 
52 
OA 
61 
3A 
24 
26 
36 
45 
4c 
1F 
31 
34 
B2 
52 
54 
52 
B2 
4B 
24 
49 
B2 
4B 
6B 
68 
4c 
8F 
54 
53 
22 
1D 
54 
06 
99 
44 
53 
3B 
99 
20 
46 
4E 
39 
38 
24 
Bl 
6c 
46 
22 
G1 
4F 
GG 


22 
72 
29 
54 
28 
46 
4c 
28 
oo 
22 
28 
61 
26 
20 
B2 
29 
18 
81 
4c 
28 
20 
A7 
59 
4F 
6B 
3A 
66 
31 
29 
24 
29 
54 
AA 
29 
oo 
54 
AA 
5E 
G1 
AA 
2D 
45 
41 
13 
12 
45 
El 
22 
20 
41 
45 
3A 
4P 
49 
29 
38 
2c 
gc 
22 
AE 
49 
3B 
8F 
42 
85 


AA 
OA 
26 
49 
32 
24 
49 
31 
46 
52 
31 
99 
52 
3A 
22 
B2 
@1 
26 
B2 
52 
26 
99 
53 
4E 
2c 
81 
31 
A4 
29 
B2 
2c 
54 
54 
66 
74 
54 
54 
@1 
45 
35 
41 
Ui) 
oo 
1D 
41 
44 
op 
4c 
41 
3B 
41 
99 
42 
4c 
20 
2c 
SpF 
A4 
59 
61 
4c 
46 
2D 
4A 
6c 


@C51:61 
GC59:24 
GC61:2C 


9E 
2c 
53 


35 
38 
41 


37 
3A 
AD 


38 
97 
32 


32 
37 
36 


@c81:31 
GC89:97 


37 
37 


32 
38 


66 
32 


AF 
2c 


cc 
41 


@CD9:39 
@CE1:31 
GCE9:38 
OCF1:37 
GCF9:36 
6D61:36 
6D69:0D 
@D11:33 
@D19: 36 
@D21:36 
9D29:3¢6 
@D31:32 
@D39: 36 
0D41:32 
0D49:35 
@D51:38 
@D59:20 
@D61:2C 
@D69:2C 
@D71:2C 
6D79:2C 
@D81:2Cc 
@D89:2Cc 
9D91:2C 
@D99:2C 
@DA1:61 
@DA9: 36 
ODB1:36 
@DB9: 32 
@pC1:31 
6DC9:31 
GDD1:36 
GDD9: 38 
@DE1:31 
G@DE9: 34 
GODF1:34 
ODF9: 36 
GEG1:33 
GEG9:34 
GE11:36 
GE19:306 
GE21:37 
@E29:39 
GE31:37 
GE39:26 
@£41:32 
GE49:30 
GE51:36 
@E59:32 
GE61:38 
GE69:31 
GE71:38 
GE79:36 


2c 
2c 
38 
33 
32 
32 
EA 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
oo 
32 
32 
32 
31 
32 
32 
36 
36 
32 
83 
36 
38 
34 
34 
39 
36 
38 
39 
GE 
36 
36 
34 
34 
32 
33 
32 
32 
36 
26 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 


31 
31 
2c 
2c 
2c 
2c 
@1 
32 
32 
31 
31 
31 
30 
32 
32 
9E 
34 
31 
34 
35 
34 
30 
36 
36 
36 
26 
32 
33 
36 
31 
33 
36 
34 
37 
68 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
) 
36 
32 
31 
36 
31 
31 
36 
a 
32 


39 
34 
36 
31 
32 
32 
83 
36 
38 
36 
33 
33 
37 
33 
31 
@D 
39 
36 
35 
37 
31 
33 
32 
34 
33 
26 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
G2 
36 
31 
32 
31 
31 
36 
32 
36 
7E 
34 
35 
33 
31 
38 
39 
38 
34 
36 


32 
34 
39 
34 
36 
34 
20 
31 
38 
39 
33 
33 
36 
35 
32 
F4 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
Go 
31 
32 
31 
32 
39 
31 
31 
31 
30 
83 
31 
39 
36 
36 
33 
37 
33 
34 
GE 
38 
213) 
36 
31 
39 
33 
36 
38 
38 


31 
32 
2c 
2c 
2c 
96 
308 
30 
30 
36 
32 
32 
30 
31 
32 
83 
36 
30 
36 
34 
36 
33 
36 
33 
9D 
35 
35 
33 
36 
33 
36 
35 
33 
32 
26 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
G2 
31 
32 
32 
32 
31 
32 
32 
31 
cA 


GE81:1C 


@EA9:2C 
GEB1:2C 
@EB9:2C 
@EC1:2C 
GEC9: 88 
GED1:36 
GED9: 32 
GEE1:30 
GEES: 31 
GEF1:31 
@EF9:31 
GFG1:30 
@FO9:32 


OF31:30 
GF39:31 


OF51:36 
@F59:33 
OF61:G6F 
GF69:32 
GF71:34 
@F79:31 


@FC1:2C 
@FC9:2C 
@FD1:2C 
@FD9:2C 
@FE1:2C 


1629:3¢0 
1031:36 
1039:38 
1941:8C 
1649:31 
1051:38 
1059:37 
1661:33 
1669:35 
1671:34 
1979:36 
1681:36 
1989:38 
1691:26 
1999:33 
10A1:36 
19A9:35 


@2 83 26 26 32 34 35 66 
2C 31 38 39 Al 
2C 31 39 33 85 
2C 30 30 30 24 
2C 30 32 30 AG 
32,38 31 2C 36 31 33) 39 
32 34 38 2C 30 30 37 B3 
30 33 32 2C 32 36 32 3E 
32,934) 32920) 32)33),32—eDC; 
15 OF 26 G2 83 20 26 ED 
35 36 2C 31 37 36 2C DB 
33 38 2C 31 36 39 2C A6 
Sle3342C 131-34) 3020/4 
31 39 2C 34 36 32 2C A7 
36 39 2C 36 306 31 2C EE 
33 33 2C 31 39 38 2C AF 
37 36 2C 36 37 32 2C 7D 
33/735) 26.31 9393 202675. 
60 GF 36 62 FB 
37 36 2C 36 33 
33 32 2C 38 2D 
36 35 2C 32 95 
37 2C 32 34 38 2c 36 C8 
32 2C 31 36 35 2C 32 26 
37 34 2c 31 Bl 
36 32 2C 31 AA 
36 2C 36 36 36 2c 31 EA 
32 2C 32 36 37 68 AB 50 
3A 62 83 28 26 34 33 23 
2C 38 31 39 2c 32 33 D6 
2C 31. 36 35 2C 32 31 25 
2C 31 933 33' 2C 32'35 78 
39 2C 36 38 D7 
33 2C 32 31 64 
33 2C 32 31 @D 
33 2C 31 39 1D 
33 2C 32 31 AG 
44 62 83 26 81 
2C 38 30 32 EA 
2C 36 36 34 3B 
32 36 38 2C 36 38 33 Cl 
30 35 36 2C 31 37 36 DE 
36 33 32 2C 31 39 32 66 
30 30 35 2C 32 30 38 36 
30 36 37 2C 31 36 39 67 
2C) 31933)33) E3 
68 41 16 4E 5F 
36 35 36 2C EE 
38 32 31 2C E9 
36 30 36 2C F3 
36 38 37 2C FC 
3@ 31 39 2C 2E 
32 31 31 2c B4 
35 36 2C 31 37 36 2C 37 
31 38 2C 31 36 39 2C 7F 
32 34 2C 31 33 33 O86 G4 
10 58 62 83 26 26 32 E5 
34 2C 36 33 32 2C 31 83 
38 2C 32 32 39 2C 30 3F 
36 2C 30 37 32 2C 32 38 
35 2C 31 36 35 2C 32 12 
31) 2C'32738 31 2¢)39) E7 
36 2C 31 34 34 2c 36 4B 
37 2C 36 32 34 2c 31 F3 
B55 i2GNS 2731S 1 Zs ish 
35 6G D7 16 62 G2 83 1E 
20 30 34 36 2C 31 33 DA 
2G 32) BL312C830)37, (89 
2C 3037832526732) 33) 3B) 
2C 31 35 32 2C 38 32 BD 


AUGUST 1992 COMPUTE G-39 


PROGRAMS 


10B1:34 
16B9:37 
16C1:33 
1609: 33 
16D1:32 


1QF9:2C 
1161:2C 
1199: 2C 
1111:2C 


112 
1131: 32 
1139:30 
1141: 32 
1149:31 
1151:32 
1159:32 
1161:32 


11C1:36 
1109: 32 
11D1:39 
11D9: 32 
11E1:31 
11E9:31 
11F1:32 
11F9335 
1261:39 
1269: 26 
1211:2c 
1219:2C 
1221:2C 
1229: 2C 
1231:2C 
1239:2C 
1241: 2c 
1249: 2C 
1251:62 
1259: 36 
1261: 36 
1269:36 
1271:36 
1279:36 
1281:36 
1289:31 
1291:36 
1299:E4 
12A1:36 
12A9:36 
12B1:34 
12B9:35 
12C1:31 
12C€9:32 
12D1:31 
12D9: 32 


G-40 COMPUTE 


35 
33 
35 
33 
35 
20 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
62 
32 
31 
31 
32 
36 
31 
39 
31 
B8 
36 
36 
36 
38 
35 
34 
34 
36 
36 
26 
32 
31 
31 
32 
36 
35 
32 
39 
94 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
Ut) 
31 
31 
31 
31 
32 
31 
36 
31 
38 
83 
30 
36 
34 
36 
32 
31 
32 
32 


2c 
2c 
2c 
2c 
Go 
36 
36 
36 
38 
36 
31 
31 
32 
36 
83 
35 
37 
33 
36 
36 
34 
35 
37 
ll 
31 
38 
38 
32 
33 
32 
31 
32 
39 
20 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
G2 
36 
32 
38 
32 
31 
31 
36 
30 
99 
39 
36 
33 
36 
34 
33 
35 
35 
36 
26 
35 
33 
34 
37 
38 
38 
31 
39 


36 
32 
36 
36 
22 
34 
36 
30 
30 
36 
37 
33 
36 
36 
20 
31 
37 
33 
30 
32 
33 
36 
37 
86 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
Go 
30 
32 
31 
30 
32 
32 
32 
32 
30 
83 
33 
34 
35 
36 
36 
34 
36 
38 
12 
38 
35 
33 
35 
36 
33 
36 
39 
34 
20 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 


AUGUST 1992 


35 
35 
34 
36 
ah 
34 
33 
36 
32 
34 
37 
33 
30 
32 
26 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
G2 
36 
36 
31 
31 
32 
31 
38 
32 
G3 
37 
30 
36 
33 
34 
35 
35 
36 
36 
26 
32 
31 
38 
32 
39 
31 
32 
31 
9E 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
0G 
30 
36 
3G 
36 
30 
36 
30 
36 
38 


16 
BD 
FE 
c2 
9E 
81 
B3 
E8 
83 
cc 
9A 
36 
69 
AC 
A6 
CE 
42 
71 
Bl 
4E 
6E 
52) 
72 
G3 
53 
96 
86 
71 
C7 
SE 
B4 
6F 
6C 
19 
1A 
6c 
B2 
44 
2D 
2D 
48 
7E 
80 
DD 
c4 
BE 
AD 
55 
96 
2E 
1}) 
92 
68 
66 
DB 
B3 
12 
14 
El 
9A 
68 
F6 
52 
D2 
41 
35 
GE 
8E 
G3 
2c 


12F1:37 
12F9:36 
1391:38 
1369: 32 
1311:33 
1319: 38 
1321:39 
1329335 


33 
20 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 


80 
36 
30 
36 
36 
30 
30 
30 
38 
36 


2F 
33 
34 
33 
34 
31 
32 
33 
32 
31 


13 
34 
32 
39 
31 
37 
32 
31 
33 
32 


B2 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
2c 
CT) 


62 
36 
30 
36 
36 
36 
36 
36 
36 
Cr) 


83 
33 
33 
33 
36 
31 
33 
30 
32 
1) 


4n 
45 
DB 
8B 
68 
68 
DA 
66 
F4 
oF 


Farid Ahmad says he'd still love Gazette 
even if we didn't publish Tag It. He 
ives in Islamabad, Pakistan. 0 


TYPING AIDS 


MLX, our machine language entry pro- 
gram for the 64 and 128, and The Auto- 
matic Proofreader are utilities that help 
you type in Gazette programs without 
making mistakes. To make room for 
more programs, we no longer include 
these labor-saving utilities in every issue, 
but they can be found on each Gazette 
Disk and are printed in all issues of Ga- 
zette through June 1990. 

If you don't have access to a back 
issue or to one of our disks, write to us, 
and we'll send you free printed copies of 
both of these handy programs for you to 
type in. We'll also include instructions on 
how to type in Gazette programs. 
Please enclose a_ self-addressed, 
stamped envelope. Send a self-ad- 
dressed disk mailer with appropriate post- 
age to receive these programs on disk. 

Write to Typing Aids, COMPUTE's 
Gazette, 324 West Wendover Avenue, 
Suite 200, Greensboro, North Carolina 
27408. 


Gazette is looking for utilities, 
games, applications, educational pro- 
grams, and tutorial articles. If you've 
created a program that you think oth- 
er readers might enjoy or find useful, 
send it on disk to 


Gazette Submissions Reviewer 
COMPUTE Publications 

324 W. Wendover Ave. 

Ste. 200 

Greensboro, NC 27408 


Please enclose an SASE if 
you wish to have the materials 
returned. 


ONLY 
ON 
DISK 


In addition to the type-in programs 
found in each issue of the magazine, 
Gazette Disk offers bonus programs. 
Here's a special program that you'll 
find only on this month's disk. 


Pyramid 
By Robert Cook 
Watertown, MA 


This month's bonus program, Pyra- 
mid, is a commercial-quality solitaire 
card game that is actually two 
games in one: Pyramid and Pyra- 
mid9. In both games, cards are stack- 
ed to form a pyramid. The object of 
both games is to remove as many 
cards as possible. 

In Pyramid1, you must remove 
from the bottom of the pyramid- 
shaped pile a card whose number is 
one more or one less than that of the 
top card in the discard pile. Draw 
from the deck when you have no 
play. 

In Pyramid9, you are to select 
two cards whose numbers total 9. 
Both cards may be from the pyra- 
mid, or one from the pyramid may 
be combined with the top card on 
the discard pile. Once again, you 
must pull cards from the bottom of 
the pyramid. 

Both of these games are sim- 
ple, addictive, and a lot of fun. 
They're ready to play on this 
month's Gazette Disk. 


You can have this program and all 
the others that appear in this issue 
by ordering the August Gazette 
Disk. The price is $9.95 plus $2.00 
shipping and handling. Send your or- 
der to Gazette Disk, COMPUTE Pub- 
lications, 324 West Wendover Ave- 
nue, Suite 200, Greensboro, North 
Carolina 27408.